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Thread Statistics | Show CCP posts - 19 post(s) |
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CCP Rattati
C C P C C P Alliance
1482
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Posted - 2014.05.23 06:41:00 -
[1] - Quote
Dear players,
we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha.
Here are the numbers Hotfix Alpha Numbers
Due to popular demand and community reasoning, we are making a few strategic changes.
1) We are not reducing Minmatar Commando speed at this time, it stays the same. 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. 3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates
So, please review the list and give us feedback in this thread.
These concerns deserve special mention, as they were mentioned a lot.
- Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
- Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
- Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
Again, thanks for the constructive and positive feedback, CCP Rattati
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.23 06:55:00 -
[2] - Quote
CCP Rattati wrote:Dear players, we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha. Here are the numbers Hotfix Alpha NumbersDue to popular demand and community reasoning, we are making a few strategic changes. 1) We are not reducing Minmatar Commando speed at this time, it stays the same. 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. 3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates So, please review the list and give us feedback in this thread. These concerns deserve special mention, as they were mentioned a lot.
- Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
- Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
- Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
Again, thanks for the constructive and positive feedback, CCP Rattati How about, make armor rwps % base? So sentinels don't need to stack 4 reps to not be pathetically slow? Glad you're buffing them but thought I'd toss it out there.
Closed beta vet.
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Zatara Rought
General Tso's Alliance
3167
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Posted - 2014.05.23 06:59:00 -
[3] - Quote
RESERVED
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Cyrius Li-Moody
0uter.Heaven
5462
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Posted - 2014.05.23 07:03:00 -
[4] - Quote
Crunching some numbers.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Firbolg Barun
Dust2Dust. Top Men.
0
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Posted - 2014.05.23 07:10:00 -
[5] - Quote
Armor reppers did indeed get a nice buff.
Proto repper: 7.5 hp/s
With skills applied this will be 7.5 * 1.25 = 9.375 hp/s (Correct me if I am wrong?)
Basically, my proto gallente commando will have 19.75 hp/s, sprint at 6.64 m/s and also get a dmg buff on AR? Nice! |
nicholas73
Glitched Connection
141
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Posted - 2014.05.23 07:10:00 -
[6] - Quote
prototype grenades to do 650 damage !!!! Is this a typo?
Theme Song
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10888
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Posted - 2014.05.23 07:22:00 -
[7] - Quote
Don't forget about the Packed AV grenades as well.
If you want to remove the Gallente light/scout repair then fine, but don't give it to the Amarr light/scout; bad idea. The Amarr scout will just be plain better, more base HP, AND builtin reps. Don't do it.
I like what you're doing with cloak field dampening.
DO NOT CUT CLOAK FIELD DURATION please, it is not needed. All that is needed is the dampening changes and de-cloak fire delay.
Also, is the Amarr slot thing referring to assault? please say yes
Other than, looks good on first glance.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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SAIRAX SIS
Nyain San General Tso's Alliance
63
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Posted - 2014.05.23 07:25:00 -
[8] - Quote
R.I.P Gal Scout
Please,Rattati... The balance adjustment, I want you to be able to play an active part, each taking advantage of the feature. I want you to adjust to suit each take advantage such as a feature.
It's just a matter of motivation of the player |
Zatara Rought
General Tso's Alliance
3167
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Posted - 2014.05.23 07:26:00 -
[9] - Quote
Cyrius Li-Moody wrote:Alright here's some preliminary findings on the things I actually care about:
-Only the Amarr and Gallente will be able to beat a gallente focus scanner. -Caldari and Minmatar will never beat a gallente focus scanner. -In turn Cal and Min will never beat a Caldari scout.
long story short: Sucks to be a Minmatar scout even more than currently. Can I get a respec on my Minmatar scout? Not kidding about this.
have you checked if they can beat a 3 precision cal scout?
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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The-Errorist
Sver true blood
715
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Posted - 2014.05.23 07:27:00 -
[10] - Quote
nicholas73 wrote:prototype grenades to do 650 damage !!!! Is this a typo? Nope; since we have 1 less grenade, they slightly buffed it from 600 to 650 at proto, and made the damage progression better between Sta and Pro.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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Cyrius Li-Moody
0uter.Heaven
5462
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Posted - 2014.05.23 07:29:00 -
[11] - Quote
Zatara Rought wrote:Cyrius Li-Moody wrote:Alright here's some preliminary findings on the things I actually care about:
-Only the Amarr and Gallente will be able to beat a gallente focus scanner. -Caldari and Minmatar will never beat a gallente focus scanner. -In turn Cal and Min will never beat a Caldari scout.
long story short: Sucks to be a Minmatar scout even more than currently. Can I get a respec on my Minmatar scout? Not kidding about this. have you checked if they can beat a 3 precision cal scout?
-Minmatar will only beat a Caldari with 3 precisions if they have 3 damps and a proto cloak active. -Caldari will never beat another caldari with 2 precision. -Minmatar will never beat a 4 precision Cal scout.
Gallente will only require 2 damps to beat EVERYTHING. Period dot end of story. Gallente master scout.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Rich MO-FO
Heaven's Lost Property
13
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Posted - 2014.05.23 07:31:00 -
[12] - Quote
Aside from the Idea of Gals losing their reps it looks good, I think gal suits should have across the board reps or either 1 or 2 hp/s
My Alts are in Real corps
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CCP Rattati
C C P C C P Alliance
1489
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Posted - 2014.05.23 07:39:00 -
[13] - Quote
The-Errorist wrote:nicholas73 wrote:prototype grenades to do 650 damage !!!! Is this a typo? Nope; since we have 1 less grenade, they slightly buffed it from 600 to 650 at proto, and made the damage progression better between Sta and Pro.
We need a reason to specialize in grenades and the thought process was something along these lines, based on no additional ehp:
1) Standard kills all scouts and a few medium frames 2) Advanced kills all medium frames except the highest hp, Amarr at 360 hp 3) Prototype kills all commando frames except the highest hp, Amarr at 680 hp 4) Packed Advanced kills all commandos and hurts sentinels, but at the cost of area damage radius
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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TrueXer0z
DUST University Ivy League
577
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Posted - 2014.05.23 07:50:00 -
[14] - Quote
CCP Rattati wrote:Dear players, we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha. Here are the numbers Hotfix Alpha NumbersDue to popular demand and community reasoning, we are making a few strategic changes. 1) We are not reducing Minmatar Commando speed at this time, it stays the same. 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. 3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates So, please review the list and give us feedback in this thread. These concerns deserve special mention, as they were mentioned a lot.
- Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
- Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
- Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
Again, thanks for the constructive and positive feedback, CCP Rattati
Where were you 2 years ago? Can people imagine what the game would be like if we had this level of communication and this type of work being done back then? Great work!
Director, Dust University
@TrueXer0z
Kevall Longstride - CPM1
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The-Errorist
Sver true blood
715
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Posted - 2014.05.23 07:54:00 -
[15] - Quote
CCP Rattati wrote:The-Errorist wrote:nicholas73 wrote:prototype grenades to do 650 damage !!!! Is this a typo? Nope; since we have 1 less grenade, they slightly buffed it from 600 to 650 at proto, and made the damage progression better between Sta and Pro. We need a reason to specialize in grenades and the thought process was something along these lines, based on no additional ehp: 1) Standard kills all scouts and a few medium frames 2) Advanced kills all medium frames except the highest hp, Amarr at 360 hp 3) Prototype kills all commando frames except the highest hp, Amarr at 680 hp 4) Packed Advanced kills all commandos and hurts sentinels, but at the cost of area damage radius Awesome :D
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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Cyrius Li-Moody
0uter.Heaven
5462
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Posted - 2014.05.23 08:07:00 -
[16] - Quote
Lowest Dampening possible Caldari - 18.49 db w/ 2 complex damps (17.56 db while proto cloak active) Minmatar - 15.85 db w/ 3 complex damps (15.05 db while proto cloak active) Amarr - 14.73 db w/ 4 complex damps Gallente -13.87 db w/ 2 complex damps
For reference-
Gal Logi can run 4 Focused Scanners that scan at 15db for 5 seconds each.
Caldari Precision -17.85 db w/ 2 complex precision -15.81 db w/ 3 complex precision -14.91 db w/ 4 complex precision
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10888
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Posted - 2014.05.23 08:10:00 -
[17] - Quote
"Adding Amarr Dropsuit Slots" Seriously, which Amarr dropsuit
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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castba
Penguin's March
435
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Posted - 2014.05.23 08:13:00 -
[18] - Quote
TrueXer0z wrote:CCP Rattati wrote:Dear players, we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha. Here are the numbers Hotfix Alpha NumbersDue to popular demand and community reasoning, we are making a few strategic changes. 1) We are not reducing Minmatar Commando speed at this time, it stays the same. 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. 3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates So, please review the list and give us feedback in this thread. These concerns deserve special mention, as they were mentioned a lot.
- Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
- Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
- Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
Again, thanks for the constructive and positive feedback, CCP Rattati Where were you 2 years ago? Can people imagine what the game would be like if we had this level of communication and this type of work being done back then? Great work! +1 though if memory serves me, Rattati was in the finance side of CCP? |
Ramux PATAPON
LORD-BRITISH
22
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Posted - 2014.05.23 08:38:00 -
[19] - Quote
CCP Rattati wrote: We are more looking at granting some sort of AV bonuses to all Commandos.
Easy. Give Comandos an ability to damage Tanks with MELEE.
.
Translating DUST News into Japanese.. so quickly like Scout suits.. @FPSholicsDiary
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Cardio Therapy
Tech Guard RISE of LEGION
38
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Posted - 2014.05.23 08:39:00 -
[20] - Quote
It is interesting. we need to test it to evaluate it. I noteiced 3 things that surprised me:
1. The main discussion was how to make adv and complex plates more used and chosen instead of basic. now with this change the complex one will be even less used. The only more used than before will be the ferroscale. Good one Enhanced plate + enhanced rep will be a way better than 2 complex reactive plates??? Unless you remove completely the speed penalty from the reactive ones, and give their regen the passive skill bonus of the reps. Prototype Armour plate will be the most useless thing. Or reduce the speed penalty to 4%?
2. The change of the AR in not significant, but needs to be tested.
3. So no change in commando and amarr will still be the least use and min the most used. Not to reduce min commando speed is good but increase the other commandos speed a bit. they need to be between assaults and heavies. |
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Cat Merc
Ahrendee Mercenaries
9871
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Posted - 2014.05.23 09:12:00 -
[21] - Quote
Cyrius Li-Moody wrote:Zatara Rought wrote:Cyrius Li-Moody wrote:Alright here's some preliminary findings on the things I actually care about:
-Only the Amarr and Gallente will be able to beat a gallente focus scanner. -Caldari and Minmatar will never beat a gallente focus scanner. -In turn Cal and Min will never beat a Caldari scout.
long story short: Sucks to be a Minmatar scout even more than currently. Can I get a respec on my Minmatar scout? Not kidding about this. have you checked if they can beat a 3 precision cal scout? -Minmatar will only beat a Caldari with 3 precisions if they have 3 damps and a proto cloak active. -Caldari will only beat another caldari with 2 precision if their proto cloak is active. -Minmatar will never beat a 4 precision Cal scout. Gallente will only require 2 damps to beat EVERYTHING. Period dot end of story. Gallente master scout. Gallente master stealth. If you're expecting to beat a Gallente scout in stealth, you're going to have a bad time.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9871
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Posted - 2014.05.23 09:16:00 -
[22] - Quote
Moving the reps from Gallente to Amarr? Really?
That's just stupid lol
Amarr: Brick Armor Gallente: Repair Armor
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9871
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Posted - 2014.05.23 09:17:00 -
[23] - Quote
Oh and that AR buff was the most laughable thing I ever saw, EVER.
Feline overlord of all humans - CAT MERC
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Firbolg Barun
Dust2Dust. Top Men.
1
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Posted - 2014.05.23 09:18:00 -
[24] - Quote
I would like to know the motivation behind moving the repair from Gallente scouts to Amarr scouts. Is it just a knee jerk reaction? |
Cat Merc
Ahrendee Mercenaries
9872
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Posted - 2014.05.23 09:20:00 -
[25] - Quote
Firbolg Barun wrote:I would like to know the motivation behind moving the repair from Gallente scouts to Amarr scouts. Is it just a knee jerk reaction? It is. There is no acceptable motivation, they simply do not realize that the issue with the Amarr Scout is the pathetic bonus.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9872
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Posted - 2014.05.23 09:21:00 -
[26] - Quote
Oh yeah I forgot to say, CR will still be the king, 2% is not all the difference.
CR has such overwhelming damage that 2% doesn't matter.
Feline overlord of all humans - CAT MERC
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Tech De Ra
Electronic Sports League
411
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Posted - 2014.05.23 09:22:00 -
[27] - Quote
The duration changes to the cloaks are extremely hefty, taking into account the damping bonus is going from 25% to 5% at proto, reducing the duration by a gigantic 50% is basically nerfing it into the ground
I believe the durations should be along the lines of this:
STD: 30 -> 25 ADV: 60 -> 45 PRO: 90 -> 60
25 seconds for standard is a little too large for non-scouts that use the cloak so a small reduction is required
45 seconds for the advanced: this is almost double the standard but this is pretty much the entry point for scouts and isnt exactly hard to fit once you have skills in the right places
proto items should be a small increase in effectiveness for a large increase in fitting, only having 15 seconds more duration than the advanced should make people think twice about slapping the ishukone cloak on every single scout they make, but it still leaves the option to specialise open.
Prime League champion
SGL Sidearm champion
Fanfest '14 All star champion
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10889
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Posted - 2014.05.23 09:27:00 -
[28] - Quote
CCP Rattati wrote:
Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
Swarms CANNOT kill dropships, they NEED to be better at both fighting dropships and tanks.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Firbolg Barun
Dust2Dust. Top Men.
2
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Posted - 2014.05.23 09:28:00 -
[29] - Quote
I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. |
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CCP Rattati
C C P C C P Alliance
1500
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Posted - 2014.05.23 09:29:00 -
[30] - Quote
Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level.
We decided against any scout changes in Alpha.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cat Merc
Ahrendee Mercenaries
9872
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Posted - 2014.05.23 09:30:00 -
[31] - Quote
Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. 1. That would mean add 10 armor, because the current difference is 40HP. 2. I think it needs to be +20% per level. The complex module gives you 100%.
Feline overlord of all humans - CAT MERC
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jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.23 09:31:00 -
[32] - Quote
CCP Rattati wrote:Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. We decided against any scout changes in Alpha. If you didn't see before, I had the idea of armor reps being percentage based.
Closed beta vet.
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Firbolg Barun
Dust2Dust. Top Men.
2
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Posted - 2014.05.23 09:31:00 -
[33] - Quote
CCP Rattati wrote:Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. We decided against any scout changes in Alpha.
Thanks Rattati, but please consider a change like the above when addressing the issue of Amarr Scout. |
Cat Merc
Ahrendee Mercenaries
9872
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Posted - 2014.05.23 09:32:00 -
[34] - Quote
CCP Rattati wrote:Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. We decided against any scout changes in Alpha. Good. That rep thing was quite a knee jerk reaction. Even if you had sound logic other than "Amarr scout UP" (which I doubt), it doesn't make any sense.
Speaking of, when will assaults get the love they need? And is that all you're really doing with the CR/PR?
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9872
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Posted - 2014.05.23 09:33:00 -
[35] - Quote
jerrmy12 kahoalii wrote:CCP Rattati wrote:Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. We decided against any scout changes in Alpha. If you didn't see before, I had the idea of armor reps being percentage based. I have discussed this many times before. There is no need for such thing, it's a stupid mechanic and no matter what numbers I used there was always a catch that made them either underpowered or overpowered.
Feline overlord of all humans - CAT MERC
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Firbolg Barun
Dust2Dust. Top Men.
2
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Posted - 2014.05.23 09:34:00 -
[36] - Quote
Cat Merc wrote: 1. That would mean add 10 armor, because the current difference is 40HP. 2. I think it needs to be +20% per level. The complex module gives you 100%.
If gallente get a enh armor module, its easy to motivate that Amarr should have a enh armor module, hence an amarr scout should get a enh ferroscale plate, due to being bricks in nature.
I agree with the +20% per level, since gallente scouts get a free complex profile dampener in it-¦s niche. Im just uneducated in biotics modules ;) |
Oswald Rehnquist
1419
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Posted - 2014.05.23 09:36:00 -
[37] - Quote
First, regardless of my general dislike of what I perceive as a major bad decision, the openness of all of this is rather refreshing.
So kudos with sharing that with us, I am also aware your not thy guy who makes all the balancing decisions.
Cyrius Li-Moody wrote:Lowest Dampening possible or worth noting: Caldari - 18.49 db w/ 2 complex damps (17.56 db while proto cloak active) Minmatar - 15.85 db w/ 3 complex damps (15.05 db while proto cloak active) Amarr - 14.73 db w/ 4 complex damps Gallente -13.87 db w/ 2 complex damps
For reference:
Gal Logi can 360 scan 4 Focused Scanners that scan at 15db for 5 seconds each.
Caldari Precision -17.85 db w/ 2 complex precision -15.81 db w/ 3 complex precision -14.91 db w/ 4 complex precision
Thanks for doing the math,
Cyrius Li-Moody wrote:So what you really should have said is you're forcing players to fill all their lows with dampeners
The funny part is, there is no reason to run damps on a min or cal anymore since they can't beat the precision gameplay in a reasonable format, which translates to plateing up. I'm also not saying that cal scouts are in the same boat as min scouts just for the record.
CCP Rattati wrote: Just to force players to make a choice between being completely unscannable or scannable and invisible. CCP Rattati
This is the part in particular I find slightly ironic, because the result does not match the intended goal, or if the player choice aspect was don't pick the wrong race of scout (as in why didn't you pick the obvious op scout), then the statement is no longer ironic but obviously extremely imbalanced.
Gal Scouts contradict this exact statement, they can be unscannable and be invisible, with no decision needed as it can be done with no serious cost investment.
Min/Cal scouts have zero choice now and must opt for scannable with the cloak
Ama scouts must devote their entire fitting to beat it, so while on a technicality they do have a choice, due to comparative advantage (gals do it better), amarr scouts will ignore all ewar modules as they are light assaults that can cloak.
Below 28 dB
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CCP Rattati
C C P C C P Alliance
1500
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Posted - 2014.05.23 09:36:00 -
[38] - Quote
Cat Merc wrote:CCP Rattati wrote:Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. We decided against any scout changes in Alpha. Good. That rep thing was quite a knee jerk reaction. Even if you had sound logic other than "Amarr scout UP" (which I doubt), it doesn't make any sense. Speaking of, when will assaults get the love they need? And is that all you're really doing with the CR/PR?
You are the first to mention it, we are happy with not drastically change both at the same time, something we have been admonished for in the past.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cat Merc
Ahrendee Mercenaries
9873
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Posted - 2014.05.23 09:39:00 -
[39] - Quote
CCP Rattati wrote:Cat Merc wrote:CCP Rattati wrote:Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. We decided against any scout changes in Alpha. Good. That rep thing was quite a knee jerk reaction. Even if you had sound logic other than "Amarr scout UP" (which I doubt), it doesn't make any sense. Speaking of, when will assaults get the love they need? And is that all you're really doing with the CR/PR? You are the first to mention it, we are happy with not drastically change both at the same time, something we have been admonished for in the past. Yeah, but I expected 5% changes. 2% changes are quite unnoticable and I promise you that you won't get any proper data like that.
Feline overlord of all humans - CAT MERC
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Mordecai Sanguine
What The French Red Whines.
690
|
Posted - 2014.05.23 09:41:00 -
[40] - Quote
What Amarr will receive for this MEGA NERF ?
As you said Amarr are supposed to brick tank, but their only possible plate is being ultra nerfed while others can use the other plates now. The ehp between Amarr and others is now even closer.....(Gallente have more than Amarr.....)
Actually Gallente still armor tank way better than Amarr while being faster and with hp/regen... What's your plan on this ?
Amarr is : -The slowest suit. - Not even the better tank / and armor tank. - No regen. - Less slots. - Biggest hitbox of all.
And the ONLY thing we received for this whole **** is 30hp (At then end other races have more ehp once fitted...) and...stamina. Oh god WHY ? |
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jerrmy12 kahoalii
Proficiency V.
1518
|
Posted - 2014.05.23 09:41:00 -
[41] - Quote
I hope you guys know the ar is far from up It's just that the cr is too op and the rr maybe needs a tweak. Any more buffs=more op shield damage fyi.
Closed beta vet.
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Cat Merc
Ahrendee Mercenaries
9873
|
Posted - 2014.05.23 09:43:00 -
[42] - Quote
Mordecai Sanguine wrote:What Amarr will receive for this MEGA NERF ?
As you said Amarr are supposed to brick tank, but their only possible plate is being ultra nerfed while others can use the other plates now. The ehp between Amarr and others is now even closer.....(Gallente have more than Amarr.....)
Actually Gallente still armor tank way better than Amarr while being faster and with hp/regen... What's your plan on this ?
Amarr is : -The slowest suit. - Not even the better tank / and armor tank. - No regen. - Less slots. - Biggest hitbox of all.
And the ONLY thing we received for this whole **** is 30hp (At then end other races have more ehp once fitted...) and...stamina. Oh god WHY ? You mean the Amarr Assault? It's the only suit with less slots, and that's because they didn't touch assaults back at 1.8.
Feline overlord of all humans - CAT MERC
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10891
|
Posted - 2014.05.23 09:43:00 -
[43] - Quote
KAGEHOSHI Horned Wolf wrote:"Adding Amarr Dropsuit Slots" Seriously, which Amarr dropsuit
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Firbolg Barun
Dust2Dust. Top Men.
2
|
Posted - 2014.05.23 09:44:00 -
[44] - Quote
I need to get a sticker to my car saying "I <3 Rattati"
Also, heres a biscuit for Rattati: http://i.imgur.com/5tqyu2K.jpg |
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
659
|
Posted - 2014.05.23 09:45:00 -
[45] - Quote
CCP Rattati wrote:Cat Merc wrote:CCP Rattati wrote:
We decided against any scout changes in Alpha.
Good. That rep thing was quite a knee jerk reaction. Even if you had sound logic other than "Amarr scout UP" (which I doubt), it doesn't make any sense. Speaking of, when will assaults get the love they need? And is that all you're really doing with the CR/PR? You are the first to mention it, we are happy with not drastically change both at the same time, something we have been admonished for in the past. OMG You guys have finally learned! <3
Also, yes, assaults soon, please?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
|
Cat Merc
Ahrendee Mercenaries
9873
|
Posted - 2014.05.23 09:54:00 -
[46] - Quote
jerrmy12 kahoalii wrote:I hope you guys know the ar is far from up It's just that the cr is too op and the rr maybe needs a tweak. Any more buffs=more op shield damage fyi. No. The AR is so far behind in terms of range, yet so close in terms of DPS to the other rifles.
It's just stupid.
Feline overlord of all humans - CAT MERC
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Mordecai Sanguine
What The French Red Whines.
690
|
Posted - 2014.05.23 09:58:00 -
[47] - Quote
Cat Merc wrote:Mordecai Sanguine wrote:What Amarr will receive for this MEGA NERF ?
As you said Amarr are supposed to brick tank, but their only possible plate is being ultra nerfed while others can use the other plates now. The ehp between Amarr and others is now even closer.....(Gallente have more than Amarr.....)
Actually Gallente still armor tank way better than Amarr while being faster and with hp/regen... What's your plan on this ?
Amarr is : -The slowest suit. - Not even the better tank / and armor tank. - No regen. - Less slots. - Biggest hitbox of all.
And the ONLY thing we received for this whole **** is 30hp (At then end other races have more ehp once fitted...) and...stamina. Oh god WHY ? You mean the Amarr Assault? It's the only suit with less slots, and that's because they didn't touch assaults back at 1.8.
I mean all suits. But yes for the slots problem , only the assault is concerned. |
jerrmy12 kahoalii
Proficiency V.
1518
|
Posted - 2014.05.23 09:58:00 -
[48] - Quote
Cat Merc wrote:jerrmy12 kahoalii wrote:I hope you guys know the ar is far from up It's just that the cr is too op and the rr maybe needs a tweak. Any more buffs=more op shield damage fyi. No. The AR is so far behind in terms of range, yet so close in terms of DPS to the other rifles. It's just stupid. When the cr and rr get balanced the ar will be the go to gun for killing everything, high shield damage decent armor damage. I just hope cal and min get buffed soon.
Closed beta vet.
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Firbolg Barun
Dust2Dust. Top Men.
5
|
Posted - 2014.05.23 10:01:00 -
[49] - Quote
The 2% buff/nerf is a GREAT change in dev philosophy! Changing a value by 2% now does not mean the AR cannot be changed by another 1-2% at a later time if its not good enough.
Iterate! No more knee jerk nerfs/buffs please. |
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
661
|
Posted - 2014.05.23 10:02:00 -
[50] - Quote
Firbolg Barun wrote:The 2% buff/nerf is a GREAT change in dev philosophy! Changing a value by 2% now does not mean the AR cannot be changed by another 1-2% at a later time if its not good enough.
Iterate! No more knee jerk nerfs/buffs please. EXACTLY!
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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The dark cloud
The Rainbow Effect
3121
|
Posted - 2014.05.23 10:07:00 -
[51] - Quote
Erm i thought you where reducing the HP plates gave? Either im missing something or its not listed. However the only significant change are the armor reps which give 2.5HP/s, 5HP/s and 7.5HP/s. Thats deffo a nice thing however my Gk.0 scout fits have like 10-15PG leftover on proto lvl. so the 2 PG more for basic plates wont really bother me cause im using advanced plates. But damn the cost for feroscale and reactive plates are going down hard.
Cloak field duration doesnt really bother me cause i got insane passive scan range. I only cloak up when its needed so no change there for me. To be honest you would have made a bigger impact on scouts if you reduced the fitting bonus for cloaks.
Back to armor reps: The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). |
Ryme Intrinseca
The Rainbow Effect
1247
|
Posted - 2014.05.23 10:08:00 -
[52] - Quote
Overall this looks quite good. People are poo-pooing the AR/CR changes, but it might be enough to tempt me back to the Duvolle.
Still, I have some concerns:
1. I really agree with the dampening reduction on cloaks and the increased decloak delay. But I think you are going too far with the cloak duration nerf. Maybe a 25% reduction would be more around the mark given the other cloak nerfs, otherwise you risk making it a marginal item and we'll be back to 1.7.
2. Don't understand the reasoning about not buffing swarms because that would affect dropships. That would be a good thing! You do realize an ADS can basically ignore swarms at present? What is the point in having specialized roles that are so much worse at their 'speciality' than non-specialized roles are at it (e.g. tanks, which threaten infantry and vehicles alike)? Note, I have no axe to grind here, I don't have a single SP into swarms.
3. This is a minor issue, but why nerf AV nade restock at nanohive? Is this really a problem at present? If infantry have time to restock multiple grenades (which is the only time the change would make any difference) then the tanker has put themselves in an awfully vulnerable position, probably getting greedy for infantry kills rolling into a tight space where they don't belong.
Finally, I think there is a typo for the repair module. It says % when it should say hp/s. That change looks good though. |
jerrmy12 kahoalii
Proficiency V.
1518
|
Posted - 2014.05.23 10:10:00 -
[53] - Quote
The dark cloud wrote:Erm i thought you where reducing the HP plates gave? Either im missing something or its not listed. However the only significant change are the armor reps which give 2.5HP/s, 5HP/s and 7.5HP/s. Thats deffo a nice thing however my Gk.0 scout fits have like 10-15PG leftover on proto lvl. so the 2 PG more for basic plates wont really bother me cause im using advanced plates. But damn the cost for feroscale and reactive plates are going down hard.
Cloak field duration doesnt really bother me cause i got insane passive scan range. I only cloak up when its needed so no change there for me. To be honest you would have made a bigger impact on scouts if you reduced the fitting bonus for cloaks.
Back to armor reps: The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). Gal has 4 reps Cal has no energizers But if they made it like armor shields can be decent.
Closed beta vet.
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Firbolg Barun
Dust2Dust. Top Men.
5
|
Posted - 2014.05.23 10:14:00 -
[54] - Quote
The dark cloud wrote:Erm i thought you where reducing the HP plates gave?
He is implicitly reducing the average armor EHP by motivating you to use complex ferroscale plates instead of complex armor plates. It is awesome.
The dark cloud wrote:. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default).
I mentioned this in the first page....
Firbolg Barun wrote: Also, repping gallente sentinels will VERY viable with these changes, armor repair with 4 reppers: 4*9.375 + 1 = 38.5 hp/s Effective rep vs rail: 38.5 / 0.85 = 45.3 hp/s Effective rep vs projectiles: 38.5 / 0.9 = 42.78 hp/s
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Moonracer2000
Subdreddit Test Alliance Please Ignore
803
|
Posted - 2014.05.23 10:15:00 -
[55] - Quote
can we get proposed movement penalties for armor plates, or are those remaining as-is for now?
Also, at the HP offered for reactive and ferroscale I still can't see the appeal of them. Would rather one basic armor plate and fill the rest of my lows with repair modules.
Grenade changes are going to be interesting. Personally I'll probably just run with flux grenades most of the time.
Ashes to ashes, Dust to PC.
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Ryme Intrinseca
The Rainbow Effect
1249
|
Posted - 2014.05.23 10:20:00 -
[56] - Quote
The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. |
Firbolg Barun
Dust2Dust. Top Men.
5
|
Posted - 2014.05.23 10:22:00 -
[57] - Quote
Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced.
Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. |
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
662
|
Posted - 2014.05.23 10:23:00 -
[58] - Quote
Ryme Intrinseca wrote:
2. Don't understand the reasoning about not buffing swarms because that would affect dropships. That would be a good thing! You do realize an ADS can basically ignore swarms at present? What is the point in having specialized roles that are so much worse at their 'speciality' than non-specialized roles are at it (e.g. tanks, which threaten infantry and vehicles alike)? Note, I have no axe to grind here, I don't have a single SP into swarms.
3. This is a minor issue, but why nerf AV nade restock at nanohive? Is this really a problem at present? If infantry have time to restock multiple grenades (which is the only time the change would make any difference) then the tanker has put themselves in an awfully vulnerable position, probably getting greedy for infantry kills rolling into a tight space where they don't belong.
Yes. This. Swarms (yes, MULTIPLE swarmers working together) are just laughed off by ADS pilots. They are pretty much entirely unkillable by swarms except in the case of terribad pilot or getting extremely unlucky. So why worry about a minor swarm buff affecting dropships? When that's exactly what we need, for swarms to have at least some effect on ADSs?
And I really don't see a need for the increased nanite count on AV nades. I already deplete a proto hive after throwing 2 nades as it is.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Jebus McKing
Legio DXIV
479
|
Posted - 2014.05.23 10:28:00 -
[59] - Quote
I like the numbers so far.
I also think the cloak duration reduction is reasonable. But what I would've liked to see even more so is a fix to shooting while decloaking.
CR/AR changes look solid. I like making small changes first and see how things go instead of massively changing things back and forth. Together with the armor plate changes (and therefore less people stacking loads of armor hp) I think the AR will be in a good spot.
Locus grenades... I probably won't be using those anymore after the hotfix. I know a direct hit still deals a good chunk of damage, but most of the time you don't hit people directly. These changes make STD and ADV Locus grenades less attractive to me and I'll probably switch back to flux grenades.
PLC looks to be less ****** against vehicles. If it will become useful though still has to be seen.
@JebusMcKing
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Arkena Wyrnspire
Fatal Absolution
13663
|
Posted - 2014.05.23 10:28:00 -
[60] - Quote
Alright.
These are mostly a good set of changes with the ideas behind them solid. However, I have a few concerns.
Firstly, on the various grenade changes - Core locus grenades do not need a buff. They are already handheld nuclear weapons. Correct airbursting will allow you to kill any non-heavy in one grenade.
I am curious as to why you opted to increase AV grenade damage rather than just revert the grenade count change. I feel that while that was justified on the locus to reduce grenade spam (as grenades were becoming comparatively more effective killing tools with 1.8 TTK changes) there was never any need to reduce the count on either AV or flux grenades.
I do not believe contact grenades need a nerf. They're already barely used, further reductions in damage are unnecessary.
I'm a huge fan of these cloak changes. 0/2.5/5% profile dampening bonuses make barely any difference and I can't see any time that would actually have a real effect, but removing the dampening bonus cloaks give is a nice tweak. The duration change! That was unexpected, but I love it!
I've never taken the cloak to prototype, but now I have a reason to. Good work! I do have a question though - are the recharge rates changing?
The armour changes look okay. Active reps appear to be done as a % though - they're not changing from a linear HP/s are they?
Basic plates have long needed to take up more than 1 PG, that's a good change. However, complex appears to have had its requirements increased while enhanced has had a decrease. This seems odd to me - enhanced plates have always felt like the gold standard for armour plates while the complex was an overly expensive variant that I never bothered with.
AR/CR changes are pretty pathetic, 2% changes won't make a single bullet of difference in the vast, vast majority of cases. I recommend having a look at the number of bullets taken to kill rather than considering it just as a %. If there's zero change in bullets to kill there is zero change in TTK, so the change is pointless. As it is, I doubt there'll be any change in bullets required to kill except on 1000+ EHP suits.
Plasma cannon changes are eh and I still won't use it for serious AV but it's nice to finally see some love for them.
I notice you've cancelled the movement of the Gallente passive rep to the Amarr suit (at least for this patch). I'd just like to say that it makes no sense to move the reps from the active tankers to the passive tankers. Instead, I recommend increasing the base armour HP on the Amarr suit. Actually, I'd recommend that across the board. I notice you've also suggested an increase in the number of slots some Amarr suits have - for the Amarr assault, that's overdue. I look forward to that change.
Changes to the large blaster dispersion = HELL YES. I greatly look forward to there being fewer instagib infantry Madrugars roaming about (or at least less effectively).
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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CCP Rattati
C C P C C P Alliance
1503
|
Posted - 2014.05.23 10:30:00 -
[61] - Quote
Zaria Min Deir wrote:Ryme Intrinseca wrote:
2. Don't understand the reasoning about not buffing swarms because that would affect dropships. That would be a good thing! You do realize an ADS can basically ignore swarms at present? What is the point in having specialized roles that are so much worse at their 'speciality' than non-specialized roles are at it (e.g. tanks, which threaten infantry and vehicles alike)? Note, I have no axe to grind here, I don't have a single SP into swarms.
3. This is a minor issue, but why nerf AV nade restock at nanohive? Is this really a problem at present? If infantry have time to restock multiple grenades (which is the only time the change would make any difference) then the tanker has put themselves in an awfully vulnerable position, probably getting greedy for infantry kills rolling into a tight space where they don't belong.
Yes. This. Swarms (yes, MULTIPLE swarmers working together) are just laughed off by ADS pilots. They are pretty much entirely unkillable by swarms except in the case of terribad pilot or getting extremely unlucky. So why worry about a minor swarm buff affecting dropships? When that's exactly what we need, for swarms to have at least some effect on ADSs? And I really don't see a need for the increased nanite count on AV nades. I already deplete a proto hive after throwing 2 nades as it is.
In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots)
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Francois Sanchez
What The French Academie
17
|
Posted - 2014.05.23 10:32:00 -
[62] - Quote
PLEASE READ THIS I THINK IT'S IMPORTANT
I think nerfing so heavily the profile reduction of the cloak is making the gallente scout even better than before compared to the others. What's the point of getting cloaked if you have a red chevron above your head and appear on enemies radar? First, the gal scout is the only unscannable one (I don't think anybody will put 4 complex damps on the Amarr), moreover he doesn't even need to invest a lot for this, just two slots. If we look at the advantages other scouts have, they're screwed by the gallente. With two low slots remaining whereas the others use them all for dampening, the gal scout can, for example, fit one kincat and one ferroscale plate, which means he'll be faster than the Minmatar, harder to kill than the Amarr, be the only one undetectable and have a better scan range than Min and Amarr. Nerfing the cloak duration is probably a good thing and enough. Maybe make the cloak profile reductions 5%, 10% and 15%
I hope everything I said is understandable, English isn't my language |
Francois Sanchez
What The French Academie
17
|
Posted - 2014.05.23 10:33:00 -
[63] - Quote
I forgot to say I liked the other changes |
Arkena Wyrnspire
Fatal Absolution
13665
|
Posted - 2014.05.23 10:35:00 -
[64] - Quote
Francois Sanchez wrote:the gal scout is the only unscannable one
This is because Calscout scans are so powerful.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Ryme Intrinseca
The Rainbow Effect
1249
|
Posted - 2014.05.23 10:36:00 -
[65] - Quote
Arkena Wyrnspire wrote:Alright.
These are mostly a good set of changes with the ideas behind them solid. However, I have a few concerns.
Firstly, on the various grenade changes - Core locus grenades do not need a buff. They are already handheld nuclear weapons. Correct airbursting will allow you to kill any non-heavy in one grenade.
I am curious as to why you opted to increase AV grenade damage rather than just revert the grenade count change. I feel that while that was justified on the locus to reduce grenade spam (as grenades were becoming comparatively more effective killing tools with 1.8 TTK changes) there was never any need to reduce the count on either AV or flux grenades.
I do not believe contact grenades need a nerf. They're already barely used, further reductions in damage are unnecessary.
I'm a huge fan of these cloak changes. 0/2.5/5% profile dampening bonuses make barely any difference and I can't see any time that would actually have a real effect, but removing the dampening bonus cloaks give is a nice tweak. The duration change! That was unexpected, but I love it!
I've never taken the cloak to prototype, but now I have a reason to. Good work! I do have a question though - are the recharge rates changing?
The armour changes look okay. Active reps appear to be done as a % though - they're not changing from a linear HP/s are they?
Basic plates have long needed to take up more than 1 PG, that's a good change. However, complex appears to have had its requirements increased while enhanced has had a decrease. This seems odd to me - enhanced plates have always felt like the gold standard for armour plates while the complex was an overly expensive variant that I never bothered with.
Ferroscale and reactive changes are nice, as are the reps.
AR/CR changes are pretty pathetic, 2% changes won't make a single bullet of difference in the vast, vast majority of cases. I recommend having a look at the number of bullets taken to kill rather than considering it just as a %. If there's zero change in bullets to kill there is zero change in TTK, so the change is pointless. As it is, I doubt there'll be any change in bullets required to kill except on 1000+ EHP suits.
Plasma cannon changes are eh and I still won't use it for serious AV but it's nice to finally see some love for them.
I notice you've cancelled the movement of the Gallente passive rep to the Amarr suit (at least for this patch). I'd just like to say that it makes no sense to move the reps from the active tankers to the passive tankers. Instead, I recommend increasing the base armour HP on the Amarr suit. Actually, I'd recommend that across the board. I notice you've also suggested an increase in the number of slots some Amarr suits have - for the Amarr assault, that's overdue. I look forward to that change.
Changes to the large blaster dispersion = HELL YES. I greatly look forward to there being fewer instagib infantry Madrugars roaming about (or at least less effectively). I mostly agree, but on the CR/AR thing, I think a 4% shift (2% nerf+2% buff) can make a difference. Look at how many people have taken up the ACR (<3) just because it was nerfed less than other rifles (8% rather than 10-15%).
Still, ideally I think AR/CR would be a 3% buff/nerf. |
Cat Merc
Ahrendee Mercenaries
9876
|
Posted - 2014.05.23 10:41:00 -
[66] - Quote
CCP Rattati, the armor changes please me.
Feline overlord of all humans - CAT MERC
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Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
663
|
Posted - 2014.05.23 10:46:00 -
[67] - Quote
CCP Rattati wrote: In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots)
Why not just remove AV grenades entirely from the game then? *sigh*
Also, why the hell would you do that?
Just off the top my head, some reason why this is a bad idea: This would make ambushes with no supply depots even more of an easy mode for tankers. Equipment spam (both links links everywhere and making rephive nests for armour tankers) is a huge issue in all game modes, which is why I (and many many other I know) carry flux nades pretty much always. Flux nades are also one of the few realiable-ish ways to clear RE traps, in many many places you can't even shoot at them without being too close to the blast radius.
Hives already give very few nades, why is this not an acceptable balance?
And if you are worried about nade spam, why, for the love of god would you BUFF THE CORE LOCUS NADE?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Balamob
Sver true blood Dirt Nap Squad.
30
|
Posted - 2014.05.23 10:47:00 -
[68] - Quote
While i like most of the hotfix, which also reflects real comunication between the cominity and Devs by that, good work CCP. Im concerned about scouts, without the scan reduction is aweful, but now to consider the time reduction on inv cloak is horrible, i know is difficult to deal with scouts, but the redction in timers is aweful, remember that even with the CPU n PG redcution, they r verry hard to equip by their cost even worst now that scouts has equip adv minimum if they want to reach B from A (in gallente factory for example) their invis timer wont be enough. I insist that dampeners on cloaks are necesary in meta, but this reduction on dB shoul be equal among all scouts.
Being a Templar is a vow for life.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10892
|
Posted - 2014.05.23 10:50:00 -
[69] - Quote
Dear CCP Rattati
I very much appreciate you sharing this information with the Dust 514 community through the forums, and thank you for posting these numbers on the Googledocument. Speaking of the Google document, the entry on the third to last reads "Adding Amarr Dropsuit Slots", yet does not say what type of Amarr dropsuit the slot changes are considered for; do you mean the Amarr light and scout? Amarr medium and assault? Amarr logistics? or perhaps the Amarr heavy and sentinel? Please, specify which Amarr dropsuit you are talking about. It is important for us to know what dropsuit you are referring for us to be able to give feedback on that specific item from the Hotfix Alpha Google document. I have inquired about this particular subject twice already in this thread, but you did not reply despite the fact that you have been reading and commenting on this thread; I will assume you are not ignoring my comments as some intentional insult to me, but instead you just missed my comments. I look forward to your reply.
Thank you for reading, sincerely KAGEHOSHI.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Ryme Intrinseca
The Rainbow Effect
1250
|
Posted - 2014.05.23 10:56:00 -
[70] - Quote
CCP Rattati wrote:Zaria Min Deir wrote:Ryme Intrinseca wrote:
2. Don't understand the reasoning about not buffing swarms because that would affect dropships. That would be a good thing! You do realize an ADS can basically ignore swarms at present? What is the point in having specialized roles that are so much worse at their 'speciality' than non-specialized roles are at it (e.g. tanks, which threaten infantry and vehicles alike)? Note, I have no axe to grind here, I don't have a single SP into swarms.
3. This is a minor issue, but why nerf AV nade restock at nanohive? Is this really a problem at present? If infantry have time to restock multiple grenades (which is the only time the change would make any difference) then the tanker has put themselves in an awfully vulnerable position, probably getting greedy for infantry kills rolling into a tight space where they don't belong.
Yes. This. Swarms (yes, MULTIPLE swarmers working together) are just laughed off by ADS pilots. They are pretty much entirely unkillable by swarms except in the case of terribad pilot or getting extremely unlucky. So why worry about a minor swarm buff affecting dropships? When that's exactly what we need, for swarms to have at least some effect on ADSs? And I really don't see a need for the increased nanite count on AV nades. I already deplete a proto hive after throwing 2 nades as it is. In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots) A problem with eliminating nanohive nade restock is that you're thereby protecting high ground campers. There are points on the map that you can only access via a dropship, sometimes directly overlooking an objective (e.g. Bravo in Gallente Research Facility). So unless you can get a dropship up there yourself (sometimes impossible due to rails or forges) the campers will stay there at least until an orbital becomes available. But there is a last resort at present, which is to stand under the campers lobbing cooked locus at them. You have a bad angle and can't really see what you're throwing at, so you go through protohives in an instant, but sometimes it is the one way to encourage people to get down from their perch and actually play the game.
I do see where you're coming from, as you don't want to encourage people to sit on hives spamming nades in normal circumstances, which I totally agree with. But I think the current high nanite cost of restocking grenades does that, as it gobbles up the hives so quickly that nade spammer can't be your go-to role, while giving a way of responding to cheap enemy tactics.
You also didn't address the swarm issue... |
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Arkena Wyrnspire
Fatal Absolution
13666
|
Posted - 2014.05.23 11:01:00 -
[71] - Quote
Ryme Intrinseca wrote: I mostly agree, but on the CR/AR thing, I think a 4% shift (2% nerf+2% buff) can make a difference. Look at how many people have taken up the ACR (<3) just because it was nerfed less than other rifles (8% rather than 10-15%).
Still, ideally I think AR/CR would be a 3% buff/nerf.
But it doesn't, that's the point. If you have a 2% change on each and neither changes the number of bullets required to kill, there is no net change.
People didn't just take up the ACR because it took half the damage nerf that some of the other weapons did. There are a whole host of reasons for choosing the ACR over the AR - better damage profile (especially important with the proficiency changes), better range, better RoF (important on the slowdown effect)...
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Arkena Wyrnspire
Fatal Absolution
13666
|
Posted - 2014.05.23 11:03:00 -
[72] - Quote
CCP Rattati wrote:
Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
But... swarms are ineffective against dropships as well.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Firbolg Barun
Dust2Dust. Top Men.
6
|
Posted - 2014.05.23 11:09:00 -
[73] - Quote
CCP Rattati wrote:
Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
[/list]
I proposed a fix to commandos several times before the commando rebalance was done in 1.8, without being listened to. I will repeat my idea here, because it is a higher probability that it will impact the game.
Since minmatar and gallente commandos already have bonuses to their AV (MD/PLC) => You could do either of these two proposed changes:
A. Add amarr light AV laser weapon, bonus gained from current commando laser skill. Add explosive bonus to caldari frame. Missiles are both caldari and minmatar in EVE (also some amarr, very little gallente due to drones). So it makes sense lore wise. It just happened to be caldari that manufacture the best missile launcher (swarm launcher) for infantry. B. Add explosive bonus to all commando suits (if its not reasonable to add a new Amarr laser AV) so they can all be a "heavy assault/AV" role.
It's not a problem in New Eden if one class happens to step on another class' role. There's a problem if one class completely overshadows another one. |
DozersMouse XIII
Inner.Hell
816
|
Posted - 2014.05.23 11:13:00 -
[74] - Quote
can you just take the range bonus from the gal scout and give it to the amarr scout?
it makes more sense since the amarr and caldari are both range oriented
don't harm the hamsters
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Beren Hurin
Onslaught Inc RISE of LEGION
2372
|
Posted - 2014.05.23 11:17:00 -
[75] - Quote
Quick! Ship it before downtime! |
Pvt Numnutz
R 0 N 1 N
1273
|
Posted - 2014.05.23 11:19:00 -
[76] - Quote
CCP Rattati wrote:
- Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
Thank you! This dropship pilot salutes you for your understanding o7
That discussion is going to be very long, swarms do need some changes but the balance between swarms and dropships is extremely delicate. Thank you for communicating, means a lot to be heard. |
Mossellia Delt
Militaires Sans Jeux
1461
|
Posted - 2014.05.23 11:20:00 -
[77] - Quote
CCP Rattati, why are you ignoring the scout questions in this thread.
Delt for CPM1
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Beren Hurin
Onslaught Inc RISE of LEGION
2372
|
Posted - 2014.05.23 11:25:00 -
[78] - Quote
Looks like no change to armor plate move penalty for now? |
Ryme Intrinseca
The Rainbow Effect
1250
|
Posted - 2014.05.23 11:28:00 -
[79] - Quote
Arkena Wyrnspire wrote:Ryme Intrinseca wrote: I mostly agree, but on the CR/AR thing, I think a 4% shift (2% nerf+2% buff) can make a difference. Look at how many people have taken up the ACR (<3) just because it was nerfed less than other rifles (8% rather than 10-15%).
Still, ideally I think AR/CR would be a 3% buff/nerf.
But it doesn't, that's the point. If you have a 2% change on each and neither changes the number of bullets required to kill, there is no net change. People didn't just take up the ACR because it took half the damage nerf that some of the other weapons did. There are a whole host of reasons for choosing the ACR over the AR - better damage profile (especially important with the proficiency changes), better range, better RoF (important on the slowdown effect)... In some cases, a 2% buff to AR will decrease the number of bullets required to kill by 1. For instance, someone with 500 eHP (vs AR damage profile) will go down in 16 bullets to a current Duvolle (33*15=495) and 15 to a post-buff Duvolle (33.66*15=504.9), and someone with 600 eHP (vs AR damage profile) will go down in 19 bullets to a current Duvolle (33*18=594) and 18 to a post-buff Duvolle (33.66*18=605.9). And so on for 700eHP, 800 eHP, 900 eHP, 1000 eHP.
Is it a big difference? No, not at all. Might that and the CR nerf move some people back to AR? A few, yes. [Enters fittings, puts Balac's on Quafe scout gk.0] |
Sir Dukey
SAM-MIK General Tso's Alliance
906
|
Posted - 2014.05.23 11:31:00 -
[80] - Quote
CCP Rattati wrote:Dear players, we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha. Here are the numbers Hotfix Alpha NumbersDue to popular demand and community reasoning, we are making a few strategic changes. 1) We are not reducing Minmatar Commando speed at this time, it stays the same. XXX 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. The "probably" is now "not"3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates So, please review the list and give us feedback in this thread. These concerns deserve special mention, as they were mentioned a lot.
- Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
- Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
- Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
Again, thanks for the constructive and positive feedback, CCP Rattati
CCP, STD cloak only last for 15 seconds... Really? That's like 100 meters it lasts. Please go back to old duration. Remove the dampening because it doesn't really matter but please don't lower cloak duration. |
|
Beren Hurin
Onslaught Inc RISE of LEGION
2372
|
Posted - 2014.05.23 11:32:00 -
[81] - Quote
will the time to refill cloaks back to 100% be the same, or do they keep the same rate as before?
If it took 10s to fill a 60s cloak, will it be 10s for a 30s, or 5s for 30s? |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5719
|
Posted - 2014.05.23 11:34:00 -
[82] - Quote
CCP Rattati wrote:Zaria Min Deir wrote:Ryme Intrinseca wrote:
2. Don't understand the reasoning about not buffing swarms because that would affect dropships. That would be a good thing! You do realize an ADS can basically ignore swarms at present? What is the point in having specialized roles that are so much worse at their 'speciality' than non-specialized roles are at it (e.g. tanks, which threaten infantry and vehicles alike)? Note, I have no axe to grind here, I don't have a single SP into swarms.
3. This is a minor issue, but why nerf AV nade restock at nanohive? Is this really a problem at present? If infantry have time to restock multiple grenades (which is the only time the change would make any difference) then the tanker has put themselves in an awfully vulnerable position, probably getting greedy for infantry kills rolling into a tight space where they don't belong.
Yes. This. Swarms (yes, MULTIPLE swarmers working together) are just laughed off by ADS pilots. They are pretty much entirely unkillable by swarms except in the case of terribad pilot or getting extremely unlucky. So why worry about a minor swarm buff affecting dropships? When that's exactly what we need, for swarms to have at least some effect on ADSs? And I really don't see a need for the increased nanite count on AV nades. I already deplete a proto hive after throwing 2 nades as it is. In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots)
Kind of extreme but it'd give some reason to grenades being as powerful as they are. Spammability was always a problem but not because of the sheer amount, but because Core Locus Grenades did 600 damage. They're the only grenade that will actively -kill- infantry and they do so incredibly well. I've always figured that anti-infantry grenades worked more on the aspect of shrapnel rather than high-explosives, something that dropsuits would be able to shrug off more easily.
You're talking about something that does enough damage to kill most medium frames that aren't brick tanked over a radius of 7.2 meters. Just the other day I got -eight kills- with a single grenade being tossed into a building in an ambush match. That's a lot of power to have in something that is more easily fit than most light weaponry.
As far as the contact grenades' damage being reduced, I don't think enough people use them anymore for them to be a problem. Could leave their damage their damage the same and the 1 grenade limitation carries most of the weight of discouragement.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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WeapondigitX V7
The Exemplars Top Men.
150
|
Posted - 2014.05.23 11:36:00 -
[83] - Quote
I don't like the nerf to contact locus grenades. They were not very valuable in battle in patch 1.8. They will be even less valuable now. I think they will be severely UP.
I have used M1 and M8 and Core locus grenades in patch 1.8 because I see them as the most valuable (M8 best, M1 second best, Core 3rd best). I think M8 is king atm. I think these stat changes will make Core locus grenades the 2nd most valuable, and M8 locus grenades being the most valuable. M1 locus grenades will be UP. contact grenades being slightly more UP than M1 locus grenades, standard locus grenades will be severely UP. sleek locus grenades will be the laughing stock of the group.
Love the plasma cannon and AV grenade changes and plasma rifle changes.
I don't like the proposal for grenades to be non restockable from nanohives, unless we can command supply depots to drop from the sky when we want for a ISK cost(like ordering vehicles and dropships or installation drops( we cant order installation drops at the moment)).
Please consider making a copy of existing modules and changing there stats like this (example is below, look below) and putting them on the market(so we will have access to both old and new versions of modules).
New module: heavy dampener (low slot module)
This dampener utilizes heavy, dense materials with desirable properties that projects an unidentified field around objects in close proximity which makes them harder to detect by modern scanning technologies. It is also unkown why the field produced by the materials negatively affects the suits electronic systems relating to computer detection software of incoming projectiles. Computer systems become less likely to detect incoming projectiles and respond by hardening the armored surfaces of infantry dropsuits at predicted points of impact to reduce the damage taken when these materials are equipped. The materials do however reduce to CPU and PG cost of the module compared to regular dampening modules.
-6% speed penalty -7% total base hp penalty +35% at std, +40% at adv, +45% profile dampening at proto (scan profile multiplied by 0.55 at proto) the CPU cost of module: standard heavy dampener is 15% less than std dampener Advanced heavy dampener is 20% less than adv dampener Proto heavy dampener is 25% less than proto dampener
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Mossellia Delt
Militaires Sans Jeux
1461
|
Posted - 2014.05.23 11:37:00 -
[84] - Quote
Sir Dukey wrote:CCP Rattati wrote:Dear players, we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha. Here are the numbers Hotfix Alpha NumbersDue to popular demand and community reasoning, we are making a few strategic changes. 1) We are not reducing Minmatar Commando speed at this time, it stays the same. XXX 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. The "probably" is now "not"3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates So, please review the list and give us feedback in this thread. These concerns deserve special mention, as they were mentioned a lot.
- Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
- Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
- Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
Again, thanks for the constructive and positive feedback, CCP Rattati CCP, STD cloak only last for 15 seconds... Really? That's like 100 meters it lasts. Please go back to old duration. Remove the dampening because it doesn't really matter but please don't lower cloak duration.
The damp doesn't matter? Guess you don't run the already gimpy min scout.
Delt for CPM1
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SponkSponkSponk
The Southern Legion Final Resolution.
814
|
Posted - 2014.05.23 11:40:00 -
[85] - Quote
For those who like graphs:
Old plate efficiency
New plate efficiency
As can be seen, the basic plate + basic ferro are still by far the best bang for the fitting, but it's not so egregious as it used to be.
I am okay with basic ferro being so fitting-efficient because the absolute amount of hp it provides is actually quite low.
However, the wide disparity in efficiencies between tiers of ferro and plates is still a bit troubling.
Dust/Eve transfers
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Sir Dukey
SAM-MIK General Tso's Alliance
906
|
Posted - 2014.05.23 11:41:00 -
[86] - Quote
Dont reduce the duration numbers, the higher tire cloaks were useful but not any longer. You are gonna over nerf the cloak CCP. |
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
663
|
Posted - 2014.05.23 11:55:00 -
[87] - Quote
Aeon Amadi wrote:CCP Rattati wrote:Zaria Min Deir wrote:Ryme Intrinseca wrote:
2. Don't understand the reasoning about not buffing swarms because that would affect dropships. That would be a good thing! You do realize an ADS can basically ignore swarms at present? What is the point in having specialized roles that are so much worse at their 'speciality' than non-specialized roles are at it (e.g. tanks, which threaten infantry and vehicles alike)? Note, I have no axe to grind here, I don't have a single SP into swarms.
3. This is a minor issue, but why nerf AV nade restock at nanohive? Is this really a problem at present? If infantry have time to restock multiple grenades (which is the only time the change would make any difference) then the tanker has put themselves in an awfully vulnerable position, probably getting greedy for infantry kills rolling into a tight space where they don't belong.
Yes. This. Swarms (yes, MULTIPLE swarmers working together) are just laughed off by ADS pilots. They are pretty much entirely unkillable by swarms except in the case of terribad pilot or getting extremely unlucky. So why worry about a minor swarm buff affecting dropships? When that's exactly what we need, for swarms to have at least some effect on ADSs? And I really don't see a need for the increased nanite count on AV nades. I already deplete a proto hive after throwing 2 nades as it is. In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots) Kind of extreme but it'd give some reason to grenades being as powerful as they are. Spammability was always a problem but not because of the sheer amount, but because Core Locus Grenades did 600 damage. They're the only grenade that will actively -kill- infantry and they do so incredibly well. I've always figured that anti-infantry grenades worked more on the aspect of shrapnel rather than high-explosives, something that dropsuits would be able to shrug off more easily. You're talking about something that does enough damage to kill most medium frames that aren't brick tanked over a radius of 7.2 meters. Just the other day I got -eight kills- with a single grenade being tossed into a building in an ambush match. That's a lot of power to have in something that is more easily fit than most light weaponry. So, instead of looking at the Core locus grenade maybe being too powerful in the current system, and maybe reducing its power (either damage or radius) somewhat, they choose to just remove grenade restocking from hives at the detriment of all the other grenades? Kind of extreme is one way of putting it. Oh, and why not just buff the Core locus nade while they're at it, that will help fix the problem?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Firbolg Barun
Dust2Dust. Top Men.
6
|
Posted - 2014.05.23 12:29:00 -
[88] - Quote
Wait a minute..... Allotek Plasma cannons will now do 1386 dmg without dmg mods against vehicles.
Commando bonus 10% 1 Complex dmg mod bonus 5%
1386*1.1*1.05 = 1600.
vs shield: 1386*1.1*1.05*1.1 = 1761 dmg vs armor: 1386*1.1*1.05*0.9 = 1440 dmg
OH my (this is without proficiency)...
No commando bonus, 1 complex dmg mod
1386*1.05 = 1455 dmg
vs shield: 1386*1.05*1.1 = 1600 dmg vs armor: 1386*1.05*0.9 = 1309 dmg |
Sleepy Shadow
L.O.T.I.S. D.E.F.I.A.N.C.E
174
|
Posted - 2014.05.23 12:33:00 -
[89] - Quote
Cat Merc wrote:Moving the reps from Gallente to Amarr? Really?
That's just stupid lol
Amarr: Brick Armor Gallente: Repair Armor
Armour repairs need to be moved to high slots. ItGÇÖs the only way out of this mess. I never understood why Caldari and Gallente were mirror images from each other. Gallente needs to be different from Amarr, not Caldari.
If armour repairs were high slot modules you could give Gallente assault the slot layout of 5/2 and Amarr 1/5. Now Gallente can stack armour repair modules and damage with plates/dampening/whatever they see fit on their remaining low slots and Amarr could stack plates. With this layout Amarr and Gallente cannot compete with each other over the same tank type. This would also help scouts. Gallente scout should have a layout of 4/2, so they cannot brick tank anymore and no need to even consider removing the 3HP/sec from the scout. Amarr scout should be the one with the most low slots. It has most HP and should be most versatile too. Gallente can be invisible with high repair, but less versatile.
This on top of useful bonuses would be very nice. I would seriously start using my Gallente assault again if this was implemented.
I have never proto stomped but now that DUST 514 is dead I can do it without remorse!! 263 million ISK to go.
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shaman oga
Nexus Balusa Horizon
2179
|
Posted - 2014.05.23 12:47:00 -
[90] - Quote
Why not give automatic reps for both gal and amarr? BTW, i would give to the amarr scout a different slot layout with +1 low slot at all tiers and -1 high slot at all tiers.
PSN: ogamega
I'm here to bla bla bla...
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Booby Tuesdays
Ahrendee Mercenaries
502
|
Posted - 2014.05.23 13:14:00 -
[91] - Quote
CCP Rattati wrote: In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots)
Please don't. As I said before, this will be a huge nerf to MD users. The Flux MD combo, which is actually viable against the current Heavy Frame onslaught, will become a Great White Buffalo. Might as well grab a rifle like 90% of Dusters...
Also, I'm suprised no one has brought this up yet. What are the new CPU / PG values for Militia Armor Plates and BPO's? Currently they are 15 CPU, 3PG. New Basic Plates are becoming 9 CPU, 3 PG. Are you looking at increasing Mlitia Plates to something crazy like 20CPU and 5 PG?
I don't see the proposed Min Commando speed nerf in your document either.
Thanks for the numbers, they provide us with sustenance, NOM NOM!!!
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1539
|
Posted - 2014.05.23 13:20:00 -
[92] - Quote
I really like the changes to plate PG/CPU, but honestly I feel shield modules PG/CPU needed a look more so than the plates. Not complaining though, plates definitely needed it too. Other than that everything looks fantastic.
Note on scouts:
Seems to me each scout needs it's own EWAR role instead of it just being Gal&Cal scouts doing it all. 1 should get damps, 1 passive scans, 1 scan radius, and 1 a cloak bonus. I personally feel that the Min. scout should get the cloak bonus since it's the knife suit, but that's up to you guys, I'm just throwing this out there.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Michael Arck
4474
|
Posted - 2014.05.23 13:22:00 -
[93] - Quote
The cloak field duration is okay where it is right now. Maybe the delay in switching to weapon and decloaking should be looked at but even that isn't a major problem.
Hnolai ki tuul, ti sei oni a tiu.
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Michael Arck
4474
|
Posted - 2014.05.23 13:25:00 -
[94] - Quote
CCP Rattati wrote: In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots)
That defeats the purpose of the nanohive itself. My vote is no
Hnolai ki tuul, ti sei oni a tiu.
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Adipem Nothi
Nos Nothi
940
|
Posted - 2014.05.23 13:26:00 -
[95] - Quote
On Rifle Changes Look's good. Small adjustments are the way to go. Can always finetune later if and as needed.
On Cloak Changes (Dampening Bonus) Will be happy to see that GalScouts in fewer Plates and hopeful to see "slayers" looking elsewhere for the best frontal assault suit. Min and Cal will now be too easily hunted. Moody is correct (as usual) in that the GalScout will be the best at hiding/flanking/surprising and will remain King Scout (though it'll likely be much squishier). To be clear, this was a direct nerf to every Scout on account of "slayers" brick-tanking the GalScout.
On Cloak Changes (Duration) More tactical, less always-on. This nerf will make running cloak more fun and will give folks a reason to skill into proto.
On Scout Changes I proposed and support GalScout's passive armor rep being transferred to Amarr Scout. The Scout Community expected Amarr to be the go-to brick-tank option; armor would be its niche. No one expected Gallente to receive passive armor rep; that came as unneeded surprise. King GalScout does not need this perk to compete, and this perk would directly support the niche we had prescribed to the underperforming Amarr Scout. Don't give two squirts about lore; only concerned with balance and feasibility.
That said, I strongly recommend improving Assault Frames before making major adjustments to other Frames, so postponing Scout Changes was probably a good idea.
On AV / Vehicle Changes The PLC poses no real threat to dropships and minimal threat to Tanks; improvements to swarms would've been more appropriate. AV Grenades, on the other hand, will likely reduce odds of successful HAV steamrolling.
On Armor Changes Looks good, but where's the movement penalty?
Shoot scout with yes...
- Ripley Riley
|
The dark cloud
The Rainbow Effect
3123
|
Posted - 2014.05.23 13:42:00 -
[96] - Quote
In my opinion no suit should get scan precision or dampening bonus. Replace the gallante+caldari scout bonuses with something that is in line with the minmatarr+amarr suits.
-minnie gets bonus for hacking speed and nova knifes -amarr has bonus on stamina regen and amount
i would like to see following changes: -gallente scout 3% increased shotgun rate of fire and 10% more ion pistol damage per lvl
-caldari scout 4% increased cloak duration and 10% more damage to magsec smg and bolt pistol per lvl
that would give each scout a unique role and would get rid of the "who can hide better" nonesense on the scan profile debate.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
376
|
Posted - 2014.05.23 13:52:00 -
[97] - Quote
CCP Rattati wrote:Dear players, we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha. Here are the numbers Hotfix Alpha NumbersDue to popular demand and community reasoning, we are making a few strategic changes. 1) We are not reducing Minmatar Commando speed at this time, it stays the same. XXX 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. The "probably" is now "not"3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates So, please review the list and give us feedback in this thread. These concerns deserve special mention, as they were mentioned a lot.
- Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
- Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
- Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
Again, thanks for the constructive and positive feedback, CCP Rattati
Much better. I like you, you listen to our pain. XD
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
376
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Posted - 2014.05.23 14:01:00 -
[98] - Quote
Adipem Nothi wrote:On Rifle Changes Look's good. Small adjustments are the way to go. Can always finetune later if and as needed.
On Cloak Changes (Dampening Bonus)
On Scout Changes I proposed and support GalScout's passive armor rep being transferred to Amarr Scout. The Scout Community expected Amarr to be the go-to brick-tank option; armor would be its niche. No one expected Gallente to receive passive armor rep; that came as unneeded surprise. King GalScout does not need this perk to compete, and this perk would directly support the niche we had prescribed to the under-performing Amarr Scout. Don't give two squirts about lore; only concerned with balance and feasibility.
While the amar does need a better role for itself. Taking the self rep from the gal scout is not the way to go, considering that all the racial gallante suits get the self repping hp bonus for their armor.
This is how it should be, considering that's their life line hp. After all, would you give the shield recharge rate of 50p/s to the amar, and take it away from the caldari?
The amar would be much better suited with taking away the movement penalty of armor plates, than this fore mentioned route. Maybe not taking away the full movement penalty, but at least half of it. (so we don't have people stacking complex plates on it)
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Ku Shala
The Generals General Tso's Alliance
932
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Posted - 2014.05.23 14:02:00 -
[99] - Quote
grenade damage nerf ? why not change the radius? 350 is not even going to kill a scout . I can't barley fit a grenade on my proto assault now and now i have to fit an expensive proto grenade for it to be usefull. a step backwards for assault ccp
oh and dont forget you gave us less grenades to use and dont want us to be able to resupply with nanohive either
-¦a+ó a+ú-Æa+äla+ä
Closed Beta ¦¦V¦¦e¦¦t ¦¦ H8R
Caldari Loyalist
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1361
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Posted - 2014.05.23 14:02:00 -
[100] - Quote
PLASMA CANNON NUMBERS FEEDBACK
Here is a link
Plasma Cannon Advocate
Dust 514 Survivor
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
376
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Posted - 2014.05.23 14:05:00 -
[101] - Quote
Michael Arck wrote:The cloak field duration is okay where it is right now. Maybe the delay in switching to weapon and decloaking should be looked at but even that isn't a major problem.
I agree, the major problem, is that people do not pay attention to their surroundings. You can see a cloaked scout from a quarter mile away if you're in the open. But if you go into a "maze', yea the scout should be able to skull **** you before you know whats going on. CQC masters ftw.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
376
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Posted - 2014.05.23 14:07:00 -
[102] - Quote
Firbolg Barun wrote:Armor reppers did indeed get a nice buff.
Proto repper: 7.5 hp/s
With skills applied this will be 7.5 * 1.25 = 9.375 hp/s (Correct me if I am wrong?)
Duvolle Assault Rifle dmg on a commando with 1 enh dmg mod (before patch): 37,752 dmg/shot, 471,9 dmg/s.
Duvolle Assault Rifle dmg on a commando with 1 enh dmg mod (after patch): 38,50704 dmg/shot, 481,338 dmg/s.
Basically, my proto gallente commando will have 19.75 hp/s, sprint at 6.64 m/s and also get a dmg buff on AR? Nice!
Also, repping gallente sentinels will VERY viable with these changes, armor repair with 4 reppers: 4*9.375 + 1 = 38.5 hp/s Effective rep vs rail: 38.5 / 0.85 = 45.3 hp/s Effective rep vs projectiles: 38.5 / 0.9 = 42.78 hp/s
Gallente assaults with 2 complex shield extenders, 3 complex reppers and a complex ferroscale plate will be very scary. ~~600 hp, 30 hp/s (that reps through combat, without any speed penalty whatsoever).
It may be a problem vs medium infantry (which it should), but another heavy will walk right through it.
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Ku Shala
The Generals General Tso's Alliance
932
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Posted - 2014.05.23 14:08:00 -
[103] - Quote
Spartan MK420 wrote:Michael Arck wrote:The cloak field duration is okay where it is right now. Maybe the delay in switching to weapon and decloaking should be looked at but even that isn't a major problem. I agree, the major problem, is that people do not pay attention to their surroundings. You can see a cloaked scout from a quarter mile away if you're in the open. But if you go into a "maze', yea the scout should be able to skull **** you before you know whats going on. CQC masters ftw.
the only problems with scouts is the bunny hoping and poor hit detection...... you should not be able to jump around in front of a heavy spraying an HMG and live
-¦a+ó a+ú-Æa+äla+ä
Closed Beta ¦¦V¦¦e¦¦t ¦¦ H8R
Caldari Loyalist
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CCP Rattati
C C P C C P Alliance
1526
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Posted - 2014.05.23 14:12:00 -
[104] - Quote
Beren Hurin wrote:will the time to refill cloaks back to 100% be the same, or do they keep the same rate as before?
If it took 10s to fill a 60s cloak, will it be 10s for a 30s, or 5s for 30s?
Will update the spreadsheet with that data at the first convenience.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
376
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Posted - 2014.05.23 14:14:00 -
[105] - Quote
Ku Shala wrote:Spartan MK420 wrote:Michael Arck wrote:The cloak field duration is okay where it is right now. Maybe the delay in switching to weapon and decloaking should be looked at but even that isn't a major problem. I agree, the major problem, is that people do not pay attention to their surroundings. You can see a cloaked scout from a quarter mile away if you're in the open. But if you go into a "maze', yea the scout should be able to skull **** you before you know whats going on. CQC masters ftw. the only problems with scouts is the bunny hoping and poor hit detection...... you should not be able to jump around in front of a heavy spraying an HMG and live
I never do.
I catch them by surprise, shoot them once in the back, and twice while they're turning around. Sometimes even a third time. Stealth is the advantage there.
Scouts, whom are seen by a heavy before they sneak up on them , stand a cold chance in hell at surviving.
It all breaks down to awareness. If a heavy isn't checking his surroundings, he's a poor pd unit anyways.
Back to the armor rep modules, and the ar buff, I'm hoping this change makes my gall assault usable again. I know it will help my min logi. =]
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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CCP Rattati
C C P C C P Alliance
1526
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Posted - 2014.05.23 14:14:00 -
[106] - Quote
Adipem Nothi wrote:On Rifle Changes Look's good. Small adjustments are the way to go. Can always finetune later if and as needed.
On Cloak Changes (Dampening Bonus) Will be happy to see GalScouts in fewer Plates and hopeful to see "slayers" looking elsewhere for the best frontal assault suit. To be clear, this was a direct nerf to every Scout on account of "slayers" brick-tanking the GalScout. As result, Min and Cal will now be too easily hunted. The CalScout nerf will be mitigated to a degree as it will become a better hunter; it will remain PC-viable only because of shared squad sight. The already under-performing MinScout will be further marginalized by this nerf; its users are rightfully concerned. This one change will likely succeed in shifting FoTM, though the shift will be made on the backs of the Minmatar.
On Cloak Changes (Duration) More tactical, less always-on. This nerf will make running cloak more interesting and will give folks a reason to skill into proto.
On Scout Changes I proposed and support GalScout's passive armor rep being transferred to Amarr Scout. The Scout Community expected Amarr to be the go-to brick-tank option; armor would be its niche. No one expected Gallente to receive passive armor rep; that came as unneeded surprise. King GalScout does not need this perk to compete, and this perk would bolster the niche prescribed to the under-performing Amarr Scout. Lore is a non-factor; balance and feasibility are primary. That said, postponing Scout Changes was probably a good idea; I strongly recommend improving Assault Frames before making major adjustments to other Frames.
On AV / Vehicle Changes The PLC poses no real threat to dropships and minimal threat to Tanks; improvements to swarms would've been a more appropriate response to Vehicle vs Infantry imbalance. AV Grenades, on the other hand, will likely reduce odds of successful HAV steamrolling. Very much looking forward to dusting off my Lai Dais.
On Armor Changes Failed to locate new movement penalties. Otherwise, looks pretty good. I do agree with Arkena, however, that the cost/benefit of Enhanced has always outweighed Complex, which appears unchanged in the proposed figures.
Speed penalties got lost on the way, will update when I can.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jebus McKing
Legio DXIV
479
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Posted - 2014.05.23 14:15:00 -
[107] - Quote
CCP Rattati wrote: ... we are discussing completely eliminating the restocking of all grenades by nanohives ... I am looking forward to this.
Scouts everywhere, game's unplayable.
@JebusMcKing
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CCP Rattati
C C P C C P Alliance
1528
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Posted - 2014.05.23 14:20:00 -
[108] - Quote
KAGEHOSHI Horned Wolf wrote:Dear CCP Rattati
I very much appreciate you sharing this information with the Dust 514 community through the forums, and thank you for posting these numbers on the Googledocument. Speaking of the Google document, the entry on the third to last reads "Adding Amarr Dropsuit Slots", yet does not say what type of Amarr dropsuit the slot changes are considered for; do you mean the Amarr light and scout? Amarr medium and assault? Amarr logistics? or perhaps the Amarr heavy and sentinel? Please, specify which Amarr dropsuit you are talking about. It is important for us to know what dropsuit you are referring for us to be able to give feedback on that specific item from the Hotfix Alpha Google document. I have inquired about this particular subject twice already in this thread, but you did not reply despite the fact that you have been reading and commenting on this thread; I will assume you are not ignoring my comments as some intentional insult to me, but instead you just missed my comments. I look forward to your reply.
Thank you for reading, sincerely KAGEHOSHI.
Yes, I was a bit vague, because I haven't had time to look into it properly. I didn't even know until now that the Amarr Assault dropsuit has fewer slots than its counterparts. In the not so distant future, you can consider slots getting equalized across all comparable racial tiers. That is, when we slot those changes into the hotfix pipeline, and I can't promise that it will be in Hotfix Alpha.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5721
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Posted - 2014.05.23 14:23:00 -
[109] - Quote
CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:Dear CCP Rattati
I very much appreciate you sharing this information with the Dust 514 community through the forums, and thank you for posting these numbers on the Googledocument. Speaking of the Google document, the entry on the third to last reads "Adding Amarr Dropsuit Slots", yet does not say what type of Amarr dropsuit the slot changes are considered for; do you mean the Amarr light and scout? Amarr medium and assault? Amarr logistics? or perhaps the Amarr heavy and sentinel? Please, specify which Amarr dropsuit you are talking about. It is important for us to know what dropsuit you are referring for us to be able to give feedback on that specific item from the Hotfix Alpha Google document. I have inquired about this particular subject twice already in this thread, but you did not reply despite the fact that you have been reading and commenting on this thread; I will assume you are not ignoring my comments as some intentional insult to me, but instead you just missed my comments. I look forward to your reply.
Thank you for reading, sincerely KAGEHOSHI. Yes, I was a bit vague, because I haven't had time to look into it properly. I didn't even know until now that the Amarr Assault dropsuit has fewer slots than its counterparts. In the not so distant future, you can consider slots getting equalized across all comparable racial tiers. That is, when we slot those changes into the hotfix pipeline, and I can't promise that it will be in Hotfix Alpha.
Cool. Taking the Eve Online approach, I like it.
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Master Smurf
Nos Nothi
468
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Posted - 2014.05.23 14:24:00 -
[110] - Quote
Ku Shala wrote:grenade damage nerf ? why not change the radius? 350 is not even going to kill a scout . I can't barley fit a grenade on my proto assault now and now i have to fit an expensive proto grenade for it to be usefull. a step backwards for assault ccp
oh and dont forget you gave us less grenades to use and dont want us to be able to resupply with nanohive either
The grenade changes are just idiotic - It just seems they should leave flux and scrap the rest.
It is a grenade - it is suppose to kill or cause massive injury.
"Shine bright like a diamond"
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Adipem Nothi
Nos Nothi
942
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Posted - 2014.05.23 14:33:00 -
[111] - Quote
Spartan MK420 wrote:Adipem Nothi wrote:
On Scout Changes I proposed and support GalScout's passive armor rep being transferred to Amarr Scout. The Scout Community expected Amarr to be the go-to brick-tank option; armor would be its niche. No one expected Gallente to receive passive armor rep; that came as unneeded surprise. King GalScout does not need this perk to compete, and this perk would directly support the niche we had prescribed to the under-performing Amarr Scout. Don't give two squirts about lore; only concerned with balance and feasibility.
(1) While the amar does need a better role for itself. Taking the self rep from the gal scout is not the way to go, considering that all the racial gallante suits get the self repping hp bonus for their armor. (2) This is how it should be, considering that's their life line hp. After all, would you give the shield recharge rate of 50p/s to the amar, and take it away from the caldari? (3) The amar would be much better suited with taking away the movement penalty of armor plates, than this fore mentioned route. Maybe not taking away the full movement penalty, but at least half of it. (so we don't have people stacking complex plates on it)
1) On release of 1.8, the GalScout would've been the best Scout even without passive armor regen. It wasn't needed, and it added to the imbalance. At some point, too many perks becomes a problem; imbalance should not be exaggerated or justified on account of Lore.
2) You're a Scout. Your "lifeline" is not being seen, not getting shot and not fighting fair. How do you think Scouts survived in builds prior to 1.8?
3) If feasible, yes. But I seriously doubt that module parameters can be assigned on a frame-by-frame basis; that would've been a hugely inefficient way to code them. More simply put, your idea is good but would likely require alot of work and a client-side update (neither of which we'll get). The only way to implement this would be via Racial Bonus (i.e. -5% armor movement penalty per level).
Shoot scout with yes...
- Ripley Riley
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
377
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Posted - 2014.05.23 14:33:00 -
[112] - Quote
though i do feel that the cloak duration is a bit low at proto. I believe 60 at the proto level would be more reasonable. Especially considering there is no skill that improves the cool down duration. (would be more understandable if it was a scouts racial bonus that countered this, making it a more useful minja *cough*.
My ewar scout has 395 hp (all max core skills), and will be cut by a 1/3rd once complete. The odds of survival are lowered dramatically by this duration nerf. Seems now that I would need to tank even more health, in order to compensate for this.
Lowering or removing the cloak dampening, should have been enough of a nerf at once. (in regards to scouts) Changing too many variables at once, without checking the results, could lead to a bigger nerf than was needed. Poor matari scouts.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1364
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Posted - 2014.05.23 14:33:00 -
[113] - Quote
AV comparison done
LINK TO THE SPREADSHEET
Plasma Cannon Advocate
Dust 514 Survivor
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Cody Sietz
Bullet Cluster Lokun Listamenn
3261
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Posted - 2014.05.23 14:37:00 -
[114] - Quote
Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Appia Vibbia
Molon Labe. General Tso's Alliance
2552
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Posted - 2014.05.23 14:39:00 -
[115] - Quote
CCP Rattati wrote: 3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates
So, please review the list and give us feedback in this thread.
These concerns deserve special mention, as they were mentioned a lot. [list]
Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
You've just removed Minmatar Scouts from being a viable PC option. You just pushed for more Gallente Scout. Good game, Rattati, it seems you didn't want to listed to players after all.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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CCP Rattati
C C P C C P Alliance
1534
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Posted - 2014.05.23 14:39:00 -
[116] - Quote
Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is.
Assault swarms are on the top of my list of "useless" variants to fix
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5721
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Posted - 2014.05.23 14:42:00 -
[117] - Quote
CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix
What about the Plasma Rifles variants >:
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CCP Rattati
C C P C C P Alliance
1534
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Posted - 2014.05.23 14:45:00 -
[118] - Quote
Aeon Amadi wrote:CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix What about the Plasma Rifles variants >:
Fixed or Dodo, I am leaning towards the second
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Beren Hurin
Onslaught Inc RISE of LEGION
2375
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Posted - 2014.05.23 14:48:00 -
[119] - Quote
CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix What about the Plasma Rifles variants >: Fixed or Dodo, I am leaning towards the second
You could make one of the variants have a significantly lower fitting cost, even though it's not very desirable (burst?). |
Adipem Nothi
Nos Nothi
943
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Posted - 2014.05.23 14:48:00 -
[120] - Quote
Appia Vibbia wrote:
You've just removed Minmatar Scouts from being a viable PC option. You just pushed for more Gallente Scout. Good game, Rattati, it seems you didn't want to listed to players after all.
That mischaracterizes intent, Appia. The change speaks directly to FoTM. "Stack plates on a GalScout if you want, but be slow and be seen."
Yes, the change will absolutely break the Minmatar Scout. But that damage can be undone in 2nd wave.
I doubt that there is any way to let only the Minmatar Scout keep the cloak's dampening bonus. A quick-and-dirty fix would be to drop its base profile.
Shoot scout with yes...
- Ripley Riley
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Master Smurf
Nos Nothi
469
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Posted - 2014.05.23 14:48:00 -
[121] - Quote
CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix
Ze Flaylock
Your new Locus Grenade
Ion and Bolt pistol
Snipers other than Charge and Thale
Proximity Explosives
Hope these are on that list too.
"Shine bright like a diamond"
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Cody Sietz
Bullet Cluster Lokun Listamenn
3263
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Posted - 2014.05.23 14:48:00 -
[122] - Quote
CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix What about the Plasma Rifles variants >: Fixed or Dodo, I am leaning towards the second The TAR isn't so bad, but dat burst and breach...
Maybe a slightly larger mag on the breach?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5722
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Posted - 2014.05.23 14:49:00 -
[123] - Quote
CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix What about the Plasma Rifles variants >: Fixed or Dodo, I am leaning towards the second
Dodo? Like, extinct? Or Todo list o.o?
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
377
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Posted - 2014.05.23 14:54:00 -
[124] - Quote
Meh, not wasting anymore of my time here.
This game is just becoming worse, and worse, with no light at the end of the tunnel for any role.
You balance 1 mechanic, by breaking 3. Not very productive. But good job security I suppose.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Bethhy
Ancient Exiles. General Tso's Alliance
1929
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Posted - 2014.05.23 14:55:00 -
[125] - Quote
How the hell are we addressing Armor In DUST 514 before we have Even made Shields Competitive except in very situational instances..
Shield Energizers and Rechargers = Low slot? |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5722
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Posted - 2014.05.23 14:55:00 -
[126] - Quote
Cody Sietz wrote:CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix What about the Plasma Rifles variants >: Fixed or Dodo, I am leaning towards the second The TAR isn't so bad, but dat burst and breach... Maybe a slightly larger mag on the breach?
IMO, Tar needs more damage for it's low mag count/range/rate of fire. Anything the TAR does the Scrambler does dramatically better.
Before overheating you can fire more rounds with the scrambler rifle downrange, faster, than the TAR has in it's mag, at a longer range and with more damage to shields, with higher damage in general -AS WELL AS- the ability to charge it up.
TAR definitely needs to be more viable when compared to the Scrambler Rifle. Just my personal thoughts though.
Breach -definitely- needs some work, especially with the change to Gal Assault focusing on dispersion since it already has a great hipfire dispersion; just makes it laser accurate. Burst needs to be able to contend with the Combat Rifle in terms of performance without increasing it's rate of fire, so probably more damage.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5722
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Posted - 2014.05.23 14:56:00 -
[127] - Quote
Bethhy wrote:How the hell are we addressing Armor In DUST 514 before we have Even made Shields Competitive except in very situational instances..
Shield Energizers and Rechargers = Low slot?
Generally the common factor of every bad point release was when they buffed one thing and then nerfed the thing that counters it. It'd be senseless to nerf armor and then subsequently buff shields without even looking at the effects caused by the nerf to armor.
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Adipem Nothi
Nos Nothi
944
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Posted - 2014.05.23 14:59:00 -
[128] - Quote
Aeon Amadi wrote:Bethhy wrote:How the hell are we addressing Armor In DUST 514 before we have Even made Shields Competitive except in very situational instances..
Shield Energizers and Rechargers = Low slot? Generally the common factor of every bad point release was when they buffed one thing and then nerfed the thing that counters it. It'd be senseless to nerf armor and then subsequently buff shields without even looking at the effects caused by the nerf to armor.
Ladies and Gentlemen, Aeon Amadi.
o7
Shoot scout with yes...
- Ripley Riley
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Cyrius Li-Moody
0uter.Heaven
5477
|
Posted - 2014.05.23 15:00:00 -
[129] - Quote
Spartan MK420 wrote:Meh, not wasting anymore of my time here.
This game is just becoming worse, and worse, with no light at the end of the tunnel for any role.
You balance 1 mechanic, by breaking 3. Not very productive. But good job security I suppose.
Seriously. I make multiple posts showing how terrible these cloak changes are for all but the Gallente scout and I don't even get a word in response?
It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person?
I legitimately want a respec if these changes go through and I hope i can get one because I will no longer be able to fulfill my role on the battlefield in my Minmatar scout. Even now it's hard to be a minmatar scout. It's clear they're balancing everything around casual and pub play and aren't going to address the problems when people are coordinated and have half a brain to make the correct fit to counter 3/4 scouts.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Appia Vibbia
Molon Labe. General Tso's Alliance
2555
|
Posted - 2014.05.23 15:11:00 -
[130] - Quote
Cyrius Li-Moody wrote:Spartan MK420 wrote:Meh, not wasting anymore of my time here.
This game is just becoming worse, and worse, with no light at the end of the tunnel for any role.
You balance 1 mechanic, by breaking 3. Not very productive. But good job security I suppose.
Seriously. I make multiple posts showing how terrible these cloak changes are for all but the Gallente scout and I don't even get a word in response? It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person? I legitimately want a respec if these changes go through and I hope i can get one because I will no longer be able to fulfill my role on the battlefield in my Minmatar scout. Even now it's hard to be a minmatar scout. It's clear they're balancing everything around casual and pub play and aren't going to address the problems when people are coordinated and have half a brain to make the correct fit to counter 3/4 scouts.
Exactly. I've been pushing for more people to play Minmatar Scout because they can dedicate a way to get under scans. That's completely gone now. I just had this conversation with Ghost Kaiser, to salvage the suit to be useful when you know you're going to get scanned relegates you to hit and run or flanking. . . which the Minmatar Assault will do better.
I've got 3 proto scout suits and one at level 1. These changes are going to force me into only use the Gallente Scout. Congrats you've changed the meta from 608 HP Gal Scouts to 459 HP Gal Scouts. Removed Amarr and Minmatar Scouts from play.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
|
|
Cyrius Li-Moody
0uter.Heaven
5479
|
Posted - 2014.05.23 15:13:00 -
[131] - Quote
Appia Vibbia wrote:Cyrius Li-Moody wrote:Spartan MK420 wrote:Meh, not wasting anymore of my time here.
This game is just becoming worse, and worse, with no light at the end of the tunnel for any role.
You balance 1 mechanic, by breaking 3. Not very productive. But good job security I suppose.
Seriously. I make multiple posts showing how terrible these cloak changes are for all but the Gallente scout and I don't even get a word in response? It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person? I legitimately want a respec if these changes go through and I hope i can get one because I will no longer be able to fulfill my role on the battlefield in my Minmatar scout. Even now it's hard to be a minmatar scout. It's clear they're balancing everything around casual and pub play and aren't going to address the problems when people are coordinated and have half a brain to make the correct fit to counter 3/4 scouts. Exactly. I've been pushing for more people to play Minmatar Scout because they can dedicate a way to get under scans. That's completely gone now. I just had this conversation with Ghost Kaiser, to salvage the suit to be useful when you know you're going to get scanned relegates you to hit and run or flanking. . . which the Minmatar Assault will do better. I've got 3 proto scout suits and one at level 1. These changes are going to force me into only use the Gallente Scout. Congrats you've changed the meta from 608 HP Gal Scouts to 459 HP Gal Scouts. Removed Amarr and Minmatar Scouts from play.
Seriously, it wasn't that bad when I had to run 2 damps because then I could use my third for a code breaker or a kin cat. Now, it's just not possible so guess whats going in those slots? Plates. Lots and lots of plates.
"We're fixing EHP tanking by forcing scouts to forgo their stealth for EHP."
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Appia Vibbia
Molon Labe. General Tso's Alliance
2555
|
Posted - 2014.05.23 15:14:00 -
[132] - Quote
Cyrius Li-Moody wrote: It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person?
Just to hone in on this point, I think Zatara Rought made the best case example of why non-scouts (people that never ran scout before 1.8 buff was confirmed) get pissy if they don't have their unbeatable scanners.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5724
|
Posted - 2014.05.23 15:17:00 -
[133] - Quote
Appia Vibbia wrote:Cyrius Li-Moody wrote: It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person?
Just to hone in on this point, I think Zatara Rought made the best case example of why non-scouts (people that never ran scout before 1.8 buff was confirmed) get pissy if they don't have their unbeatable scanners.
Until gameplay mechanics change (presumable in Legion) than there will always be this sided argument where one side says that there should be a way to be scanned, and the other side says there should be a way to never be scanned. It will always be the case with current mechanics.
I do like the proposal for Precision falloff over range, the longer the distance the less chance of actually finding the target. Can't have that in Dust 514 though, so CCP is going to have to pick which side gets the bacon: Profile or Precision. I honestly don't care which one because I'm sure someone's going to lament either way.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Appia Vibbia
Molon Labe. General Tso's Alliance
2555
|
Posted - 2014.05.23 15:19:00 -
[134] - Quote
His counter argument was that a few times he saw DISGRUNTLEDev use 4 complex profile dampeners.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Adipem Nothi
Nos Nothi
949
|
Posted - 2014.05.23 15:19:00 -
[135] - Quote
Appia Vibbia wrote:Cyrius Li-Moody wrote: It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person?
Just to hone in on this point, I think Zatara Rought made the best case example of why non-scouts (people that never ran scout before 1.8 buff was confirmed) get pissy if they don't have their unbeatable scanners. Why's that?
Appia Vibbia wrote:His counter argument was that a few times he saw DISGRUNTLEDev use 4 complex profile dampeners. :: Facepalm ::
1 EQ > All Scouts (except this useless one).
Shoot scout with yes...
- Ripley Riley
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Appia Vibbia
Molon Labe. General Tso's Alliance
2556
|
Posted - 2014.05.23 15:26:00 -
[136] - Quote
CCP Rattati wrote: Just to force players to make a choice between being completely unscannable or scannable and invisible.
Expect drastic reduction in number of cloak users. You were easily seen when moving, we all knew this, it was a tool for camping. Since it was pointed out that the cloak gave a reduction to profile I was telling people that, "the invisibility didn't have one percent of the reason it's going to be used, it's going to be used as an active-dampener."
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Cyrius Li-Moody
0uter.Heaven
5480
|
Posted - 2014.05.23 15:29:00 -
[137] - Quote
Appia Vibbia wrote:CCP Rattati wrote: Just to force players to make a choice between being completely unscannable or scannable and invisible.
Expect drastic reduction in number of cloak users. You were easily seen when moving, we all knew this, it was a tool for camping. Since it was pointed out that the cloak gave a reduction to profile I was telling people that, "the invisibility didn't have one percent of the reason it's going to be used, it's going to be used as an active-dampener."
Correct the cloak, against skilled players, is only good for it's "wave of opportunities" of tacnet stealth because you are by no means invisible nor even close to being invisible. Why no one understands this I have no idea.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Appia Vibbia
Molon Labe. General Tso's Alliance
2556
|
Posted - 2014.05.23 15:37:00 -
[138] - Quote
Cyrius Li-Moody wrote: Correct the cloak, against skilled players, is only good for it's "wave of opportunities" of tacnet stealth because you are by no means invisible nor even close to being invisible. Why no one understands this I have no idea.
Because we started with team shared line-of-sight, moved to squad shared passive scanning (which was useless) and Active Scanners, to abandoning Active Scanners (because duration is too low) and buffing passive scans to an imbalanced place where only Caldari and Gallente Scout matter.
We're progressing to a point where it is more and more likely that people won't show up on the TacNet. This game is targets the player that prefers front-line style fighting. They don't want to deal with flanking, they want to deal with stealth even less. Too many people are completely reliant on TacNet pointing out where people are and any change from this is met with resistance.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Lanius Pulvis
Bullet Cluster Lokun Listamenn
276
|
Posted - 2014.05.23 15:40:00 -
[139] - Quote
The cloak duration has never been the problem, the dampening ando fire delay are.
I like the CO and AR changes though.
Not new, just new to you.
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Joel II X
Dah Gods O Bacon
2651
|
Posted - 2014.05.23 15:41:00 -
[140] - Quote
I'm liking the numbers
Perhaps I'll come back to test stuff out and possibly give feedback on the appropriate forum.
Cheers! |
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Nothing Certain
Bioshock Rejects
738
|
Posted - 2014.05.23 16:02:00 -
[141] - Quote
Appia Vibbia wrote:Cyrius Li-Moody wrote: It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person?
Just to hone in on this point, I think Zatara Rought made the best case example of why non-scouts (people that never ran scout before 1.8 buff was confirmed) get pissy if they don't have their unbeatable scanners.
The problem isn't that scouts can now beat scanners. The problem is with the cloak scouts can now beat scanners and be invisible, this is OP, and is why scouts are prevalent. The solution should have been to make everyone have to choose which they want, to be invisible or to be unscannable, you couldnt be both at once. The problem now, as your posts demonstrate, is that Galscouts can still be both but no one else can. Keeping things as they are was not a solution but the changes just made one scout OP instead of the whole class.
This is why I thought there should be a dampening penalty to the cloak, so no one, not even Galscouts can have both. Scouts will still run cloak, scouts will still run dampeners but armor tanking stays a problem, hence the greater movement penalties.
Because, that's why.
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Cyrius Li-Moody
0uter.Heaven
5482
|
Posted - 2014.05.23 16:04:00 -
[142] - Quote
Nothing Certain wrote:Appia Vibbia wrote:Cyrius Li-Moody wrote: It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person?
Just to hone in on this point, I think Zatara Rought made the best case example of why non-scouts (people that never ran scout before 1.8 buff was confirmed) get pissy if they don't have their unbeatable scanners. The problem isn't that scouts can now beat scanners. The problem is with the cloak scouts can now beat scanners and be invisible, this is OP, and is why scouts are prevalent. The solution should have been to make everyone have to choose which they want, to be invisible or to be unscannable, you couldnt be both at once. The problem now, as your posts demonstrate, is that Galscouts can still be both but no one else can. Keeping things as they are was not a solution but the changes just made one scout OP instead of the whole class. This is why I thought there should be a dampening penalty to the cloak, so no one, not even Galscouts can have both. Scouts will still run cloak, scouts will still run dampeners but armor tanking stays a problem, hence the greater movement penalties.
You do know that it's pointless being cloaked if there's a chevron over your head right?
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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poison Diego
NECROM0NGERS Caps and Mercs
395
|
Posted - 2014.05.23 16:11:00 -
[143] - Quote
Zatara Rought wrote:Cyrius Li-Moody wrote:Alright here's some preliminary findings on the things I actually care about:
-Only the Amarr and Gallente will be able to beat a gallente focus scanner. -Caldari and Minmatar will never beat a gallente focus scanner. -In turn Cal and Min will never beat a Caldari scout.
long story short: Sucks to be a Minmatar scout even more than currently. Can I get a respec on my Minmatar scout? Not kidding about this. have you checked if they can beat a 3 precision cal scout?
yes 3 dampners can barely beat it but it has to be a proto min scout.. |
Cyrius Li-Moody
0uter.Heaven
5485
|
Posted - 2014.05.23 16:19:00 -
[144] - Quote
poison Diego wrote:Zatara Rought wrote:Cyrius Li-Moody wrote:Alright here's some preliminary findings on the things I actually care about:
-Only the Amarr and Gallente will be able to beat a gallente focus scanner. -Caldari and Minmatar will never beat a gallente focus scanner. -In turn Cal and Min will never beat a Caldari scout.
long story short: Sucks to be a Minmatar scout even more than currently. Can I get a respec on my Minmatar scout? Not kidding about this. have you checked if they can beat a 3 precision cal scout? yes 3 dampners can barely beat it but it has to be a proto min scout..
with a proto cloak. 4 proto modules/slots required.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Tectonic Fusion
1669
|
Posted - 2014.05.23 16:24:00 -
[145] - Quote
Cyrius Li-Moody wrote: -In turn Cal will never beat a Caldari scout.
Correction, Caldari Scout = Caldari Scout, but ScR CalScout > CR CalScout.
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SirManBoy
Molon Labe. General Tso's Alliance
574
|
Posted - 2014.05.23 16:28:00 -
[146] - Quote
Given the new figures, will the complex armor plate get an HP buff? |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
378
|
Posted - 2014.05.23 16:28:00 -
[147] - Quote
I know I know....but CCP , I have 1 further question. When are you going to fix the logistic bonus applying to a cloak device?
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Booby Tuesdays
Ahrendee Mercenaries
512
|
Posted - 2014.05.23 16:30:00 -
[148] - Quote
Militia Armor Plate and BPO numbers please?
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Cyrius Li-Moody
0uter.Heaven
5485
|
Posted - 2014.05.23 16:32:00 -
[149] - Quote
Tectonic Fusion wrote:Cyrius Li-Moody wrote: -In turn Cal will never beat a Caldari scout.
Correction, Caldari Scout = Caldari Scout, but ScR CalScout > CR CalScout.
Until they realize that putting dampeners in their lows is pointless and put plates there so they have 300 armor ontop of 300 shields.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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SHANN da MAN
D3LTA FORC3 C0VEN
243
|
Posted - 2014.05.23 16:37:00 -
[150] - Quote
CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix When you get around to Fixing Swarms, Please consider this Proposal.
It's a bit old, but it still mostly applies and would equally address Swarms vs. HAV's, and Swarms vs. Dropships/LAV's
And it addresses Assault Swarms to make them relevant.
nothing to see here ... move along
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lithkul devant
Legions of Infinite Dominion Zero-Day
226
|
Posted - 2014.05.23 16:38:00 -
[151] - Quote
On the proposed changes here are my comments.
1. The AV gernade buff while nice is not enough, especially considering you are planning to nerf nano hives to either reduced gernade amount or no gernades which possibly means no refills at all and if I throw two advanced gernades it should kill a milita LAV if I am going to be hacked off at the knees like that.
2. Rifle damage changes, thank you, I almost want to give you a hug and cry on your shoulder.
3. I'm unsure if making locus prototype gernades any stronger was needed....also the progression on the gernades is rather....weird
4. While it is needed and quite good about the armor changes, I think you went to far, having them equal to basic armor I think would be enough and to lower the isk price on the items would get them into circulation.
5. Thank you for giving the armor repair actual value in the game past just having a basic on a suit.
6. I think the cloak nerf is to heavy on the duration, how about 20/40/60?Though the having less on the dampening is a good call. Also for the dampening could you put 1.25% onto the basic just to have it as an even spread if you can't have the dampening values be instead of what is proposed to be 2% 4% 6% or even slightly higher then this, I feel that this is way to harsh of a nerf all around to the cloak.
7. Contact gernades got nerfed way to heavily, I don't see anyone really using these gernades at all anymore, and you can cook gernades to basically be contact as it is.
8. Please stop making nano hives more and more useless in terms of ammo, fix the spaming of equipment problem such as you can only have 6 pieces of equipment of all types out total, except for proxy mines which do not count. If you have to make proxy mines count, limit the number of equipment out per character to 10 then.
9. It will be good to have Heavies defend themselves from LAV's with HMGs again, I feel this will help eliminate some of the problem of the heavies who do drive bys with vehicles if they are at more risk of being blown up.
10. Decloak to shoot delay....if you finally fix this problem it would be wonderful and would balance the playing field greatly.
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Stefan Stahl
Seituoda Taskforce Command
530
|
Posted - 2014.05.23 16:38:00 -
[152] - Quote
CCP Rattati wrote:We need a reason to specialize in grenades and the thought process was something along these lines, based on no additional ehp:
1) Standard kills all scouts and a few medium frames 2) Advanced kills all medium frames except the highest hp, Amarr at 360 hp 3) Prototype kills all commando frames except the highest hp, Amarr at 680 hp 4) Packed Advanced kills all commandos and hurts sentinels, but at the cost of area damage radius Are you sure you want to aim a the nerfbat an new players while buffing vets? Have you considered the impact of this change to public matches? Your average HMG-sentinel will easily eat 5 grenades simultaneously and then proceed to kill all 5 players that threw them at him. This change will definitely not contribute to the NPE in Dust514.
From a game-design standpoint I think grenades are one of the least fun ways of solving a fight in Dust514. Just narrowly beaten by your enemy hiding behind a rock and clicking suicide. You should try to incentive the use of grenades for flushing out cover while disincentivising the use as a main combat tool.
Try something like this: STD: 400 hp 6m ADV: 400 hp 7m ADV packed: 500 5m PRO: 400 hp 8m
The more you specialize the better you can put damage on enemies in cover and then follow up with a direct assault.
[Edit] I forgot to say that I'm totally in love with how you're handling this. The PR/CR changes are wonderful (iterative balancing, finally!) and the armor plate changes look much closer to what I came up with in my own spreadsheet calculations of fair fitting costs. I'm looking forward to seeing the speed penalties. Keep reducing the dampening bonus on cloaks. Scouts were able to beat scans before 1.8 dropped and they'll do it once hotfix alpha drops. Active Scanners had a nerf, too. Also, what's your stance on the gap between STD and PRO items? PRO cloaks are still 3 times as powerful as STD ones are. I'm thinking 2 times is well enough for vets to establish their dominance over any poor blueberry that finds himself tricked into thinking Dust is going to be fun.
BTW: Are you aware that KinCats may need to be aligned if you change the relative utility of the armor plate speed penalty? |
Nothing Certain
Bioshock Rejects
738
|
Posted - 2014.05.23 16:51:00 -
[153] - Quote
Mostly good changes, but really, no change to swarms? They are one of the most obviously UP things in the game, there is no delicate balance with dropships to disturb. Swarms simply aren't a threat. Period.
The grenade changes seem to be a solution in search of a problem. First, you seem intent on completely castrating IAV. You take away 1 grenade then you are considering limiting us to two with no restocking? What are we supposed to do if we drive off a tank, they rep for 15 seconds and come back? Grenade spam isn't a problem except near supply depots. Hives dry up if you use grenades. If your team can control a supply depot why not allow them unlimited grenades? Everything else is unlimited and people will just change suits if they want to do this.
All in all though it looks like a good direction, hopefully you are still open to the feedback.
Because, that's why.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
380
|
Posted - 2014.05.23 16:59:00 -
[154] - Quote
What people are failing to understand, is that if a scout is hp tanking, they trade off their stealth/role to have a bright ass arrow over their head, which leads to an inevitable death. (this is a sandbox game, no?)
It's not the gall/cal scouts that are the problem, it's more or less, the assault class being useless, modules needing changed, and the amar/min scout needing to be brought up to par.
Honestly if the assault class was good at slaying.....instead of being cannon fodder. We probably wouldn't be having half of this problem.
Maybe if you drop the scan precision of assaults somehow, (math wise, 2 -3 complex precisions would push their precision to a margin just below a scout with only 1-2 dampeners?) so they can pick up non-dampened scouts to an extent :p Afterall, someone needs to vanguard the logi/heavy combo's flank.
I dunno, I'm just rambling and trying to brainstorm something other than the ridiculous changes we're presented with.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
380
|
Posted - 2014.05.23 17:00:00 -
[155] - Quote
instead of dispersion bonus' and such, maybe a rof increase would be more tempting to slayers...
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Adipem Nothi
Nos Nothi
954
|
Posted - 2014.05.23 17:02:00 -
[156] - Quote
Cyrius Li-Moody wrote: ... it's pointless being cloaked if there's a chevron over your head
^ This makes perfect sense.
CCP Rattati wrote:... make a choice between being completely unscannable or scannable and invisible.
^ This does not.
Cloak and Dampening go hand-in-hand; the first does not work without the latter. Which is why everyone laughs at a cloaked Commando.
In my estimation, the choice should've been "be sneaky" or "be tanked".
Shoot scout with yes...
- Ripley Riley
|
Lethal Assassin 47
Seykal Expeditionary Group Minmatar Republic
17
|
Posted - 2014.05.23 17:02:00 -
[157] - Quote
CCP Rattati wrote:Dear players,
Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
Again, thanks for the constructive and positive feedback, CCP Rattati
So, what's the point in being invisible if you can be scanned? You'll just show up on ppl's tacnets. Please think this over. |
THUNDERGROOVE
The Last of DusT. General Tso's Alliance
806
|
Posted - 2014.05.23 17:03:00 -
[158] - Quote
CCP Rattati wrote: XXX 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. The "probably" is now "not"
Hi Rattati, I would like to ask some specifics about why this proposed change was now reverted? All the cools kids scream on comms "Luulllzz y u run amarr scout nub?" all the time.
It's like being the fat kid, the nerdy kid and the kid who sits in the back and licks the wall while talking to himself all at the same time.
"Need scout for PC" "X" "What race?" "....Amarr" "Lulz Thunder run your logi" ;_;
Seriously, the suit is that bad.
TDBS
Fight heavy spam with plasma cannons!
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
381
|
Posted - 2014.05.23 17:11:00 -
[159] - Quote
Adipem Nothi wrote:Cyrius Li-Moody wrote: ... it's pointless being cloaked if there's a chevron over your head
^ This makes perfect sense. CCP Rattati wrote:... make a choice between being completely unscannable or scannable and invisible.
^ This does not.
Cloak and Dampening go hand-in-hand; the first does not work without the latter. Which is why everyone laughs at a cloaked Commando. In my estimation, the choice should've been "be sneaky" or "be tanked". (The problem with the GalScout is that it is quite capable of doing both).
^^^
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Al the destroyer
NECROM0NGERS Caps and Mercs
139
|
Posted - 2014.05.23 17:11:00 -
[160] - Quote
Zaria Min Deir wrote:CCP Rattati wrote: In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots)
Why not just remove AV grenades entirely from the game then? *sigh* Also, why the hell would you do that? Just off the top of my head, some reasons why this is a bad idea: This would make ambushes with no supply depots even more of an easy mode for tankers. Equipment spam (both links links everywhere and making rephive nests for armour tankers) is a huge issue in all game modes, which is why I (and many others I know) carry flux nades pretty much always. Flux nades are also one of the few realiable-ish ways to clear RE traps, in many many places you can't even shoot at them without being too close to the blast radius. Hives already give very few nades, why is this not an acceptable balance? And if you are worried about nade spam, why, for the love of god would you BUFF THE CORE LOCUS NADE? I think most of these changes are great. I agree 100% with this guy on the a/v grenade dilemma being able to only carry 2 a/v grenades anyways and no ammo depots on some maps will be easy mode for tanks. You need to reconsider the a/v problem either let us carry 3 or have modes with no tanks. As a FG user it is already hard enough to find ammo now grenade spammers will burn up the hives faster. Why the heck would you increase damage of the core grenade it needs no buff reduce it please. Other than that it looks good to me can't wait to use my AR again.
Still playing having more fun than ever cuz IDGAF.
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Nothing Certain
Bioshock Rejects
738
|
Posted - 2014.05.23 17:12:00 -
[161] - Quote
Cyrius Li-Moody wrote:Nothing Certain wrote:Appia Vibbia wrote:Cyrius Li-Moody wrote: It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person?
Just to hone in on this point, I think Zatara Rought made the best case example of why non-scouts (people that never ran scout before 1.8 buff was confirmed) get pissy if they don't have their unbeatable scanners. The problem isn't that scouts can now beat scanners. The problem is with the cloak scouts can now beat scanners and be invisible, this is OP, and is why scouts are prevalent. The solution should have been to make everyone have to choose which they want, to be invisible or to be unscannable, you couldnt be both at once. The problem now, as your posts demonstrate, is that Galscouts can still be both but no one else can. Keeping things as they are was not a solution but the changes just made one scout OP instead of the whole class. This is why I thought there should be a dampening penalty to the cloak, so no one, not even Galscouts can have both. Scouts will still run cloak, scouts will still run dampeners but armor tanking stays a problem, hence the greater movement penalties. You do know that it's pointless being cloaked if there's a chevron over your head right? There's no point in being shimmery and opaque with an effing arrow pointing at your head. Cloak does not grant invisibility no matter how much anyone wants to believe it does. I have eyes and a good monitor. I can see cloaks from over 70m out. Cloaks are not INVISIBILITY and far from it. I feel like I'm taking crazy pills here. Why would cloaking be worth it if there's an effing chevron over your head while you're cloaked??????? Who are you fooling? Answer: nobody. Dampening and cloaking go hand in hand because if you are scanned while you are cloaked PEOPLE CAN STILL SEE YOU. This completely negates the point of the cloak.
You make a good point but I don't see cloaked scouts or even logis with red chevrons over their heads now, even when they are scanned. I don't have dampeners on when I cloak, I get scanned, yet I still seem able to run right past people.
I will have to test this out.
Because, that's why.
|
Lilith Serenity
Onikanabo Brigade Caldari State
8
|
Posted - 2014.05.23 17:15:00 -
[162] - Quote
Please don't reduce duration on cloaks. That's all I ask. Everything else looks good. |
Stefan Stahl
Seituoda Taskforce Command
530
|
Posted - 2014.05.23 17:16:00 -
[163] - Quote
Cyrius Li-Moody wrote:Dampening and cloaking go hand in hand because if you are scanned while you are cloaked PEOPLE CAN STILL SEE YOU. This completely negates the point of the cloak. Then fit a dampener. Problem fixed.
Oh, one less armor plate for you? Too bad.
No offense intended. The point I'm making is that being both invisible to scanners and hard to see should take two modules. One equipment and one low slot. We're basically just increasing the fitting requirements for full stealth mode. As it stands it's just too easy to have a 4 module tank and let your second equipment slot do all the stealth-work. This will be reduced to a 3 module tank, a dampener and a cloak.
If you think cloaking worthless after the change you may also fit a dampener and ignore the cloak. Valid playstyle. I used to play like that until 1.8 was released. One could argue that there should maybe be an active equipment item that let's you be profile dampened temporarily. But that should be something for the midterm future. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
381
|
Posted - 2014.05.23 17:17:00 -
[164] - Quote
Nothing Certain wrote:Cyrius Li-Moody wrote:Nothing Certain wrote:Appia Vibbia wrote:Cyrius Li-Moody wrote: It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person?
Just to hone in on this point, I think Zatara Rought made the best case example of why non-scouts (people that never ran scout before 1.8 buff was confirmed) get pissy if they don't have their unbeatable scanners. The problem isn't that scouts can now beat scanners. The problem is with the cloak scouts can now beat scanners and be invisible, this is OP, and is why scouts are prevalent. The solution should have been to make everyone have to choose which they want, to be invisible or to be unscannable, you couldnt be both at once. The problem now, as your posts demonstrate, is that Galscouts can still be both but no one else can. Keeping things as they are was not a solution but the changes just made one scout OP instead of the whole class. This is why I thought there should be a dampening penalty to the cloak, so no one, not even Galscouts can have both. Scouts will still run cloak, scouts will still run dampeners but armor tanking stays a problem, hence the greater movement penalties. You do know that it's pointless being cloaked if there's a chevron over your head right? There's no point in being shimmery and opaque with an effing arrow pointing at your head. Cloak does not grant invisibility no matter how much anyone wants to believe it does. I have eyes and a good monitor. I can see cloaks from over 70m out. Cloaks are not INVISIBILITY and far from it. I feel like I'm taking crazy pills here. Why would cloaking be worth it if there's an effing chevron over your head while you're cloaked??????? Who are you fooling? Answer: nobody. Dampening and cloaking go hand in hand because if you are scanned while you are cloaked PEOPLE CAN STILL SEE YOU. This completely negates the point of the cloak. You make a good point but I don't see cloaked scouts or even logis with red chevrons over their heads now, even when they are scanned. I don't have dampeners on when I cloak, I get scanned, yet I still seem able to run right past people. I will have to test this out.
I see non dampened cloaked scouts/mediums/commandos all the time. In my opinion the tanked cloaked counter, is the stealth scout :P Flank, and open up on them to the back of the head.
But then again opinions are like....
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Cyrius Li-Moody
0uter.Heaven
5492
|
Posted - 2014.05.23 17:20:00 -
[165] - Quote
Stefan Stahl wrote:Cyrius Li-Moody wrote:Dampening and cloaking go hand in hand because if you are scanned while you are cloaked PEOPLE CAN STILL SEE YOU. This completely negates the point of the cloak. Then fit a dampener. Problem fixed. Oh, one less armor plate for you? Too bad. No offense intended. The point I'm making is that being both invisible to scanners and hard to see should take two modules. One equipment and one low slot. We're basically just increasing the fitting requirements for full stealth mode. As it stands it's just too easy to have a 4 module tank and let your second equipment slot do all the stealth-work. This will be reduced to a 3 module tank, a dampener and a cloak. If you think cloaking worthless after the change you may also fit a dampener and ignore the cloak. Valid playstyle. I used to play like that until 1.8 was released. One could argue that there should maybe be an active equipment item that let's you be profile dampened temporarily. But that should be something for the midterm future.
You must be trolling right? I DO NOT RUN ARMOR because I know the mechanics of this game. I always run damps. I have less than 400hp at all times. Jesus christ people. Not everyone runs armor. Some people run the roles how they should.
Seriously, stop making assumptions and pay attention to the math. You're not increasing the fitting requirements you're destroying E-war. Seriously, go back through my posts and look at the math. This nerf destroys the scout class at high level play. Don't be a fool.
Go play a PC match and get stomped over and over again and get back to me about your single damp. Then after this patch, go play another pc and get stomped over and over again with your 3 damps IF you have enough slots for them. Seriously, you people are so shortsighted it's amazing.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Stefan Stahl
Seituoda Taskforce Command
530
|
Posted - 2014.05.23 17:22:00 -
[166] - Quote
Cyrius Li-Moody wrote:You must be trolling right? I DO NOT RUN ARMOR because I know the mechanics of this game. I always run damps. I have less than 400hp at all times. Jesus christ people. Not everyone runs armor. Some people run the roles how they should.
Seriously, stop making assumptions and pay attention to the math. Are you fitting 4 damps? If yes, nothing changes! Are you not running 4 damps? Then add one to offset the nerf.
Congratulations - hotfix alpha fixed for you. |
Cyrius Li-Moody
0uter.Heaven
5492
|
Posted - 2014.05.23 17:24:00 -
[167] - Quote
Stefan Stahl wrote:Cyrius Li-Moody wrote:You must be trolling right? I DO NOT RUN ARMOR because I know the mechanics of this game. I always run damps. I have less than 400hp at all times. Jesus christ people. Not everyone runs armor. Some people run the roles how they should.
Seriously, stop making assumptions and pay attention to the math. Are you fitting 4 damps? If yes, nothing changes! Are you not running 4 damps? Then add one to offset the nerf. Congratulations - hotfix alpha fixed for you.
So what you're saying is the Amarr and Gallente should be the only viable scouts? You don't understand what balance is do you?
Youtuber. Your friendly neighborhood whiskey-fueled merc.
|
Adipem Nothi
Nos Nothi
955
|
Posted - 2014.05.23 17:30:00 -
[168] - Quote
Stefan Stahl wrote:Cyrius Li-Moody wrote:You must be trolling right? I DO NOT RUN ARMOR because I know the mechanics of this game. I always run damps. I have less than 400hp at all times. Jesus christ people. Not everyone runs armor. Some people run the roles how they should.
Seriously, stop making assumptions and pay attention to the math. Are you fitting 4 damps? If yes, nothing changes! Are you not running 4 damps? Then add one to offset the nerf. Congratulations - hotfix alpha fixed for you.
Seriously?
Cal and Min -- can't do it. Gal and Amarr -- can do it, but then they can't do anything else.
Why even run a Scout?
You trolls are deadset on breaking Scouts again, aren't you?
Shoot scout with yes...
- Ripley Riley
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Stefan Stahl
Seituoda Taskforce Command
530
|
Posted - 2014.05.23 17:32:00 -
[169] - Quote
Would you be equally upset if every scout suit had one low slot removed instead of the change to cloaks? Can you imagine there being balance between scout profiles, active scanners and CalScouts after that hypothetical change? That's where I'm looking.
Edit: I already said that I'm not much interested in the balancing of PC matches because it doesn't affect most of the players. So keep that in mind. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
382
|
Posted - 2014.05.23 17:33:00 -
[170] - Quote
He, like some others here, just don't care about the overall survivability of all the scout roles. Including the ewar, assassination (who else is going to sneak past those 2 heavies being repped, and kill their logis?), and other odd tasks they perform for the vitality of the team.
They're just all about nerfing anything and everything that can kill them or hinder their ez mode.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Cyrius Li-Moody
0uter.Heaven
5492
|
Posted - 2014.05.23 17:34:00 -
[171] - Quote
Stefan Stahl wrote:Would you be equally upset if every scout suit had one low slot removed instead of the change to cloaks? Can you imagine there being balance between scout profiles, active scanners and CalScouts after that hypothetical change? That's where I'm looking.
It's like you're just randomly choosing stuff to nerf.
Quote:Edit: I already said that I'm not much interested in the balancing of PC matches because it doesn't affect most of the players. So keep that in mind.
Shortsighted. PC is WHERE things should be balanced because people use teamwork. Nothing should ever be balanced around general laziness and people refusing to use teamwork in a team based game. Seriously, you have no idea what balance is do you?
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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THUNDERGROOVE
The Last of DusT. General Tso's Alliance
806
|
Posted - 2014.05.23 17:46:00 -
[172] - Quote
When will people learn to not argue with Moody?
Seriously. This guy will prove you wrong over and over again.
TDBS
Fight heavy spam with plasma cannons!
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Cyrius Li-Moody
0uter.Heaven
5497
|
Posted - 2014.05.23 17:53:00 -
[173] - Quote
THUNDERGROOVE wrote:When will people learn to not argue with Moody?
Seriously. This guy will prove you wrong over and over again.
I can go 40-2 in a pub with a level 3 Amarr assault and a viziam. If I ask to run that in a PC I'll be told to run my scout suit with a Six Kin instead.
The Amarr assault might be good in pubs but like most assaults it's lacking in a competitive environment.
It's not even about being right. It's about whats good for the game. Every suit, every role, every weapon needs to be useful at high level play. This means a proper system of rock paper scissors. That is well thought out and not done randomly without thought.
If they nerf paper so it can't beat rock then everyone's just going to bring rock. Whats the point in that?
Your example of the Amarr assault is a perfect example.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
106
|
Posted - 2014.05.23 18:03:00 -
[174] - Quote
Stefan Stahl wrote:Cyrius Li-Moody wrote:Dampening and cloaking go hand in hand because if you are scanned while you are cloaked PEOPLE CAN STILL SEE YOU. This completely negates the point of the cloak. Then fit a dampener. Problem fixed. Oh, one less armor plate for you? Too bad. No offense intended. The point I'm making is that being both invisible to scanners and hard to see should take two modules. One equipment and one low slot. We're basically just increasing the fitting requirements for full stealth mode. As it stands it's just too easy to have a 4 module tank and let your second equipment slot do all the stealth-work. This will be reduced to a 3 module tank, a dampener and a cloak. If you think cloaking worthless after the change you may also fit a dampener and ignore the cloak. Valid playstyle. I used to play like that until 1.8 was released. One could argue that there should maybe be an active equipment item that let's you be profile dampened temporarily. But that should be something for the midterm future.
I play Minmatar scout.
If I am passively scanned, or scanned by a Quantum scanner following these changes I will switch suits for the rest of the match as I will be completely useless.
I will need 2 damps to avoid Gal logi proto scans (non-focused) and non-Cal scouts with 2 precision mods.
I will need 3 damps to avoid Cal scouts with 2 precision mods.
It will be impossible to avoid more precise scans.
A proto min scout only has 3 low slots.
To capitalize on my suit bonus I need codebreakers. To capitalize on my race's main attribute I need a Kin-cat. To preform recon for my team well I need range amps.
Do you see the problem? |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
383
|
Posted - 2014.05.23 18:08:00 -
[175] - Quote
Aye, poor planning on their part, should not constitute an emergency on ours.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
|
Adipem Nothi
Nos Nothi
960
|
Posted - 2014.05.23 18:16:00 -
[176] - Quote
Varoth Drac wrote: I play Minmatar scout.
If I am passively scanned, or scanned by a Quantum scanner following these changes I will switch suits for the rest of the match as I will be completely useless.
You are correct. And you are guaranteed to be scanned in any PC and in any match against pubstompers.
Your best recourse is to ditch the cloak and stack the plates. Which will make you a less effective version of Minmatar Assault.
Unless specific intervention is made, the proposed changes will absolutely break the Minmatar Scout.
Shoot scout with yes...
- Ripley Riley
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Phoenix 85
Kirkinen Risk Control Caldari State
113
|
Posted - 2014.05.23 18:23:00 -
[177] - Quote
Cloak duration changes? YES.
EDUCATE YOURSELF ABOUT PC VS CONSOLE
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Phoenix 85
Kirkinen Risk Control Caldari State
113
|
Posted - 2014.05.23 18:29:00 -
[178] - Quote
Cat Merc wrote:Oh yeah I forgot to say, CR will still be the king, 2% is not all the difference.
CR has such overwhelming damage that 2% doesn't matter.
Perhaps you would prefer CCP to completely nerf it the way they approached balance in the past, completely relegating it to your assets box forever.
EDUCATE YOURSELF ABOUT PC VS CONSOLE
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Arkena Wyrnspire
Fatal Absolution
13673
|
Posted - 2014.05.23 18:33:00 -
[179] - Quote
I really think that as long as we have an absolute EWAR system like we do now these problems are going to persist.
When competing against a scanner, either you are scanned, or you are not. There is no in-between. If you are scanned, that is immediately a huge disadvantage. Not only can your opponent see where you are on the minimap, they can see the direction you're facing and your 3D position in space. That's huge.
When you are in a scout suit and that happens, you are at a ridiculous disadvantage. When you are in a scout suit and that happens even if you've fitted several damps (but the scan can still beat you out even by a tiny bit) you are dead.
I don't believe that the Gallente scout is OP and needs nerfing because it's the only scout that can evade all scans without getting utterly destroyed. I believe that all scouts should be able to do that and they should be brought up to par or the scanning system changed.
But if you change the scanning system so that all scouts can evade Calscout scans with reasonable sacrifices that diminishes the point of having a Calscout.
The EWAR system needs a rework to have a healthy dynamic - something like precision dropoff over range, for example. That means you get an advantage from having high precision (as it would be fine for strong scanners to pick up -all- scouts that are practically standing next to them) but it isn't a binary system where either you're fine or you're screwed. If you're fitting some damps, you get some advantage even if you're scannable at short range. If you're fitting no damps, you get picked up further away. This way you're incentivised to fit both damps and precision enhancers and even if you can be picked up at some point both will always have a use.
That's just a suggestion, though, and I doubt this is something that I doubt can really be fixed in DUST...
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Phoenix 85
Kirkinen Risk Control Caldari State
113
|
Posted - 2014.05.23 18:37:00 -
[180] - Quote
Zaria Min Deir wrote:CCP Rattati wrote: In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots)
Why not just remove AV grenades entirely from the game then? *sigh* Also, why the hell would you do that? Just off the top of my head, some reasons why this is a bad idea: This would make ambushes with no supply depots even more of an easy mode for tankers. Equipment spam (both links links everywhere and making rephive nests for armour tankers) is a huge issue in all game modes, which is why I (and many others I know) carry flux nades pretty much always. Flux nades are also one of the few realiable-ish ways to clear RE traps, in many many places you can't even shoot at them without being too close to the blast radius. Hives already give very few nades, why is this not an acceptable balance? And if you are worried about nade spam, why, for the love of god would you BUFF THE CORE LOCUS NADE?
How about a nanohive that only restocks grenades. You are welcome.
EDUCATE YOURSELF ABOUT PC VS CONSOLE
|
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
108
|
Posted - 2014.05.23 18:44:00 -
[181] - Quote
Arkena Wyrnspire wrote: The EWAR system needs a rework to have a healthy dynamic - (snip) This way you're incentivised to fit both damps and precision enhancers and even if you can be picked up at some point both will always have a use.
Like maybe having a piece of equipment the reduces your profile low enough to avoid scans, but only when active? I wonder what we should call it?.........
I do prefer your idea though.
Let me be frank about the whole situation. I am not one for QQ.
I am willing to try the proposed EWAR situation with my min scout.
Maybe the current scanner nerfs will prevent perma-active-scan. Maybe I can live with being scanned by Cal scouts and just operate where they aren't around (~40-70m scan radius). I can swap my dampener for a range amp (same fitting) as it will no longer help me.
If it does end up being total **** however, please CCP, either change it back, or do something like buff profile damps to -40% profile or something (number off the top of my head). |
Arkena Wyrnspire
Fatal Absolution
13678
|
Posted - 2014.05.23 18:59:00 -
[182] - Quote
Varoth Drac wrote:Arkena Wyrnspire wrote: The EWAR system needs a rework to have a healthy dynamic - (snip) This way you're incentivised to fit both damps and precision enhancers and even if you can be picked up at some point both will always have a use.
Like maybe having a piece of equipment the reduces your profile low enough to avoid scans, but only when active? I wonder what we should call it?......... I do prefer your idea though. Let me be frank about the whole situation. I am not one for QQ. I am willing to try the proposed EWAR situation with my min scout. Maybe the current scanner nerfs will prevent perma-active-scan. Maybe I can live with being scanned by Cal scouts and just operate where they aren't around (~40-70m scan radius). I can swap my dampener for a range amp (same fitting) as it will no longer help me. If it does end up being total **** however, please CCP, either change it back, or do something like buff profile damps to -40% profile or something (number off the top of my head).
In pubs the minscout is usable. But then, so is everything - I use a plasma cannon and ion pistol combo in pubs, sometimes. That doesn't mean they're balanced. I'd very much like to see as many dropsuits and fits as possible being viable on a competitive tier, and the Minscout simply won't be under these conditions.
I doubt you'll be perma active scanned. The meta has since moved on. If you're going to be engaging Calscouts though past the 40-70m scan radius that they get (although it may well be reduced if they're fitting damps themselves) will gut you in combat. Minscout has a knifing bonus - you're not going to use that when you're scanned well before you're at the target. Only the rail rifle and SCR are really viable options for hitting out past that and you're not necessarily going to be out at that range all the time - you don't know where the Calscout is, after all.
If you bring a Calscout or, indeed, any decent passive scanner on field, the Minmatar scout will get wrecked. Having an absolute EWAR system is a problem because even if you do fit damps, if it's not enough, they're effectively useless modules, giving zero benefit. Your tank is weakened because you fit those. You will die if you are scanned.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1369
|
Posted - 2014.05.23 19:12:00 -
[183] - Quote
Plasma Cannon Change number proposition
The above is the link to a proposal of changes and additions to the plasma cannon roster
Plasma Cannon Advocate
Dust 514 Survivor
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Cody Sietz
Bullet Cluster Lokun Listamenn
3263
|
Posted - 2014.05.23 19:13:00 -
[184] - Quote
Aeon Amadi wrote:
IMO, Tar needs more damage for it's low mag count/range/rate of fire. Anything the TAR does the Scrambler does dramatically better.
Before overheating you can fire more rounds with the scrambler rifle downrange, faster, than the TAR has in it's mag, at a longer range and with more damage to shields, with higher damage in general -AS WELL AS- the ability to charge it up.
TAR definitely needs to be more viable when compared to the Scrambler Rifle. Just my personal thoughts though.
Breach -definitely- needs some work, especially with the change to Gal Assault focusing on dispersion since it already has a great hipfire dispersion; just makes it laser accurate. Burst needs to be able to contend with the Combat Rifle in terms of performance without increasing it's rate of fire, so probably more damage.
More dmg could help the TAR, it should have something going for it.
Still no idea how to fix the burst(it would be cool to have the old 7 round burst again, though only half the rounds wouldn't hit)
The breach, maybe bump the dmg up as well as increase the mag size. Maybe a extra 6-10 rounds in the mag.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
108
|
Posted - 2014.05.23 19:42:00 -
[185] - Quote
Arkena Wyrnspire wrote: In pubs the minscout is usable. But then, so is everything - I use a plasma cannon and ion pistol combo in pubs, sometimes. That doesn't mean they're balanced. I'd very much like to see as many dropsuits and fits as possible being viable on a competitive tier, and the Minscout simply won't be under these conditions.
Don't get me wrong, I still think the dampening change is a bad idea, as I have said many times, for weeks.
I'm just acknowledging that we won't know exactly how things will pan out until we try it.
I'm not too hopeful though. |
MINA Longstrike
784
|
Posted - 2014.05.23 20:29:00 -
[186] - Quote
Please consider tying cloaking device profile dampening to the cloaking device operation skill instead of just practically nixing it altogether otherwise you will just be screwing the meta again in terrible ways - cal scouts will scan everything and gallente scouts will still be invisible to everything.
Cal and min scouts as stated will have 0 answer to gallogi pro focused scans and in most cases won't even be able to fight other cal scout scans.
Make it an investment to get that dampening while cloaked!
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Eko Sol
Strange Playings
368
|
Posted - 2014.05.23 20:43:00 -
[187] - Quote
CCP Rattati wrote:Dear players, we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha. Here are the numbers Hotfix Alpha NumbersDue to popular demand and community reasoning, we are making a few strategic changes. 1) We are not reducing Minmatar Commando speed at this time, it stays the same. XXX 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. The "probably" is now "not"3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates So, please review the list and give us feedback in this thread. These concerns deserve special mention, as they were mentioned a lot.
- Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
- Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
- Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
Again, thanks for the constructive and positive feedback, CCP Rattati
I hate to say this but this is pretty darn good. The proposed values make a lot of sense. I think that should be what is used while moving forward.
I wish Swarm Missile speed was increased by 25% but can't get everything.
The only gripe I have is the decrease in damage for nades. I think a much better progression should be:
300 - STD/MLT 450 - ADV 600 - Proto
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
|
Posted - 2014.05.23 21:00:00 -
[188] - Quote
Just realised CCP intend on fixing scouts and scanning meta at a future date.
I hope this will only be a short rough patch.
edit: By rough patch, I mean my main suit and play-style being potentially nerfed into the ground. Lets hope that is too dramatic a statement. |
Adipem Nothi
Nos Nothi
966
|
Posted - 2014.05.23 21:12:00 -
[189] - Quote
MINA Longstrike wrote:Please consider tying cloaking device profile dampening to the cloaking device operation skill instead of just practically nixing it altogether otherwise you will just be screwing the meta again in terrible ways - cal scouts will scan everything and gallente scouts will still be invisible to everything.
Cal and min scouts as stated will have 0 answer to gallogi pro focused scans and in most cases won't even be able to fight other cal scout scans.
Make it an investment to get that dampening while cloaked! Excellent idea.
Shoot scout with yes...
- Ripley Riley
|
Eko Sol
Strange Playings
369
|
Posted - 2014.05.23 21:17:00 -
[190] - Quote
Adipem Nothi wrote:MINA Longstrike wrote:Please consider tying cloaking device profile dampening to the cloaking device operation skill instead of just practically nixing it altogether otherwise you will just be screwing the meta again in terrible ways - cal scouts will scan everything and gallente scouts will still be invisible to everything.
Cal and min scouts as stated will have 0 answer to gallogi pro focused scans and in most cases won't even be able to fight other cal scout scans.
Make it an investment to get that dampening while cloaked! Excellent idea.
Being scanned by scanning specialists is perfectly find and balance. I run double dampener on almost all of my Min Scout fits. Occasionally when I have to act as assault support I only use one. That being said, A few specialized fits used to detect me is perfectly balanced. Stop whining. It's fine.
And Cal and Min AND Amarr Scouts will have plenty of answers. If you get scanned, then you stick near the organized group and provide assault type support until the scan is gone and then get to scouting again. You also have to remember that the scans aren't 360 degrees.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
|
|
Adipem Nothi
Nos Nothi
966
|
Posted - 2014.05.23 21:39:00 -
[191] - Quote
Eko Sol wrote:Adipem Nothi wrote:MINA Longstrike wrote:Please consider tying cloaking device profile dampening to the cloaking device operation skill instead of just practically nixing it altogether otherwise you will just be screwing the meta again in terrible ways - cal scouts will scan everything and gallente scouts will still be invisible to everything.
Cal and min scouts as stated will have 0 answer to gallogi pro focused scans and in most cases won't even be able to fight other cal scout scans.
Make it an investment to get that dampening while cloaked! Excellent idea. Being scanned by scanning specialists is perfectly find and balance. I run double dampener on almost all of my Min Scout fits. Occasionally when I have to act as assault support I only use one. That being said, A few specialized fits used to detect me is perfectly balanced. Stop whining. It's fine. And Cal and Min AND Amarr Scouts will have plenty of answers. If you get scanned, then you stick near the organized group and provide assault type support until the scan is gone and then get to scouting again. You also have to remember that the scans aren't 360 degrees. The merc in position 1000 on the leaderboards has over twice your experience.
But being a cherry doesn't make you wrong. Being wrong makes you wrong.
Troll elsewhere.
Shoot scout with yes...
- Ripley Riley
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
5732
|
Posted - 2014.05.23 21:56:00 -
[192] - Quote
Given the constant bickering about scouts/dampening/cloaking, I can't help but laugh because this is the toned down version of what CCP wanted to do in the first place (shoot while cloaked).
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10901
|
Posted - 2014.05.23 22:11:00 -
[193] - Quote
CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:Dear CCP Rattati
I very much appreciate you sharing this information with the Dust 514 community through the forums, and thank you for posting these numbers on the Googledocument. Speaking of the Google document, the entry on the third to last reads "Adding Amarr Dropsuit Slots", yet does not say what type of Amarr dropsuit the slot changes are considered for; do you mean the Amarr light and scout? Amarr medium and assault? Amarr logistics? or perhaps the Amarr heavy and sentinel? Please, specify which Amarr dropsuit you are talking about. It is important for us to know what dropsuit you are referring for us to be able to give feedback on that specific item from the Hotfix Alpha Google document. I have inquired about this particular subject twice already in this thread, but you did not reply despite the fact that you have been reading and commenting on this thread; I will assume you are not ignoring my comments as some intentional insult to me, but instead you just missed my comments. I look forward to your reply.
Thank you for reading, sincerely KAGEHOSHI. Yes, I was a bit vague, because I haven't had time to look into it properly. I didn't even know until now that the Amarr Assault dropsuit has fewer slots than its counterparts. In the not so distant future, you can consider slots getting equalized across all comparable racial tiers. That is, when we slot those changes into the hotfix pipeline, and I can't promise that it will be in Hotfix Alpha. Thank you for the reply. I would like to point out that not only do they have less slots, they start out with mostly high slots at lower tiers (militia basic medium frame, standard assault), and possess equal high and low slots at higher tiers; this does not make sense for an Armor-tanking race.
I have an old thread [ > > THIS THREAD HERE < < ] on the subject of medium frames, assaults, and logistics that covers. The Amarr slot layouts are not the only ones that don't racially make sense.
The module slot gap between tiers for medium frames; it is MUCH higher for mediums than any other frame size, especially for logistics; logis start out just horrible in module slots at standard tier, less than their assault counterparts (except Amarr logi), yet progress to have more module slots than assaults at higher tiers.
The module slot deficiency between Amarr mediums (NOT just assaults, basics, and logis as well) other race's medium dropsuits; for the logi, one could make the argument that less module slots (at higher tiers) than other logis is payment for sidearm, but the Amarr logi also sacrifices equipment slots compared to the Gallente and Minmatar logis.
The assaults at higher tiers are inferior to logistics a higher tiers because of difference in module slot count.
I would like a complete medium frame overhaul that will achieve the following: All medium frames, including the logistics, will be viable at lower tiers.
All assaults will be preferable for the job of slaying at higher tiers when compared to logistics.
The first 2 points can be achieved by not only equalizing module slots between assaults and logis at all tiers, but also equalizing the specific slot layout as well.
Fixing the Amarr slot deficiency.
Racially consistent slot layouts.
The module slot gap between high and low tiers being consistent with other frame sizes; each tier increments module slots by 1, not 2 or more. This would if proto has 8 module slots, advanced has 7, and standard has 6. If instead proto instead has 7 module slots, then it would mean advanced has 6, and standard has 5.
Its kind of more complicated than that because of the craziness of the Caldari logi (starts out absolute worst standard tier both in modules and equipment, then gets a whopping 9 module slots at prototype, while other logis have 7 or 8), but its all covered in my thread. I strongly encourage you reading my thread, I put a lot of thought into it, and I tried to be as thorough as possible.
The end result of what I want is that assaults and logis of the same race and tier have the same module slot layout, and module slot count. At each higher tier, the module slots increment by 1; for example, if they start with 6 module slots at standard, then at advanced they will both have 7, and at prototype they will both have 8. The equal slots will allow the higher base HP of the assault to actually matter. Assaults are be more mobile, will have slightly higher HP ceiling (because of the currently higher base HP). The logistics have the 2-3 more equipment slots for higher utility.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
Eko Sol
Strange Playings
371
|
Posted - 2014.05.23 22:14:00 -
[194] - Quote
Adipem Nothi wrote:Eko Sol wrote:Adipem Nothi wrote:MINA Longstrike wrote:Please consider tying cloaking device profile dampening to the cloaking device operation skill instead of just practically nixing it altogether otherwise you will just be screwing the meta again in terrible ways - cal scouts will scan everything and gallente scouts will still be invisible to everything.
Cal and min scouts as stated will have 0 answer to gallogi pro focused scans and in most cases won't even be able to fight other cal scout scans.
Make it an investment to get that dampening while cloaked! Excellent idea. Being scanned by scanning specialists is perfectly find and balance. I run double dampener on almost all of my Min Scout fits. Occasionally when I have to act as assault support I only use one. That being said, A few specialized fits used to detect me is perfectly balanced. Stop whining. It's fine. And Cal and Min AND Amarr Scouts will have plenty of answers. If you get scanned, then you stick near the organized group and provide assault type support until the scan is gone and then get to scouting again. You also have to remember that the scans aren't 360 degrees. The merc in position 1000 on the leaderboards has over twice your experience. But being a cherry doesn't make you wrong. Being wrong makes you wrong. Move along.
That's cute. You believe you outrank me. I get it. You think that everyone should be unscannable if they are a scout. So sweet. Unfortunately, this isn't candy crush son...it's an adult game where sometimes things aren't your way but are still balanced.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
|
The-Errorist
Sver true blood
718
|
Posted - 2014.05.23 22:19:00 -
[195] - Quote
Sure scouts were able to stay cloaked for too long, but cutting the duration in half maybe is too much.
Quote:Gallente Scout Repair rate-3hp/s Amarr Scout Repair rate+3hp/s
Sure, moving giving Amarr scouts base repair would make them best suited for brick tanking which is the type of tank Amarr should be better at compared to the others, what about other Amarr and Gallente suits? Is there going to be a change for a future hotfix that will make Gallente the best suited for rep stacking compared to the others?
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
|
Xx-VxF-xX
Void of Faction
66
|
Posted - 2014.05.23 22:20:00 -
[196] - Quote
Still waiting for the announcement of Gallente Scout dampening bonus will be reduced to -1% per level to force one fully SPECIALIZED in gallente scout and dampening to require 3 x complex profile dampeners to avoid all scans. The rewarding SPECIALIZATION is being used so much and this would seem to go along with the flow of it. Not to mention the very odd -5% dampening on the proto cloak Forcing Gallente to sacrifice more to be invisible to tac-net |
RECON BY FIRE
Imperfects Negative-Feedback
401
|
Posted - 2014.05.23 22:20:00 -
[197] - Quote
CCP Rattati wrote:
Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
Dropships are already basically invulnerable to Swarms as it is, sooooooo..... wtf. They can fly faster than the Swarms travel and outrun them, they can fly higher than a Swarm can ever hope to lock, and furthermore on the last point Swarms have such pathetic lock range that Dropships can basically just act like they don't exist.
Stuff....?
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Appia Vibbia
Molon Labe. General Tso's Alliance
2563
|
Posted - 2014.05.23 22:26:00 -
[198] - Quote
Eko Sol wrote:Adipem Nothi wrote:Eko Sol wrote:Adipem Nothi wrote:MINA Longstrike wrote:Please consider tying cloaking device profile dampening to the cloaking device operation skill instead of just practically nixing it altogether otherwise you will just be screwing the meta again in terrible ways - cal scouts will scan everything and gallente scouts will still be invisible to everything.
Cal and min scouts as stated will have 0 answer to gallogi pro focused scans and in most cases won't even be able to fight other cal scout scans.
Make it an investment to get that dampening while cloaked! Excellent idea. Being scanned by scanning specialists is perfectly find and balance. I run double dampener on almost all of my Min Scout fits. Occasionally when I have to act as assault support I only use one. That being said, A few specialized fits used to detect me is perfectly balanced. Stop whining. It's fine. And Cal and Min AND Amarr Scouts will have plenty of answers. If you get scanned, then you stick near the organized group and provide assault type support until the scan is gone and then get to scouting again. You also have to remember that the scans aren't 360 degrees. The merc in position 1000 on the leaderboards has over twice your experience. But being a cherry doesn't make you wrong. Being wrong makes you wrong. Move along. That's cute. You believe you outrank me. I get it. You think that everyone should be unscannable if they are a scout. So sweet. Unfortunately, this isn't candy crush son...it's an adult game where sometimes things aren't your way but are still balanced.
The irony of this guy's need to have perma-scans is palpable
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
|
The-Errorist
SVER True Blood
718
|
Posted - 2014.05.23 22:34:00 -
[199] - Quote
RECON BY FIRE wrote:CCP Rattati wrote:
Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
Dropships are already basically invulnerable to Swarms as it is, sooooooo..... wtf. They can fly faster than the Swarms travel and outrun them, they can fly higher than a Swarm can ever hope to lock, and furthermore on the last point Swarms have such pathetic lock range that Dropships can basically just act like they don't exist. Only rep tanked dropships are invulnerable to proto swarms and shield dropships can be easily taken out by 2 proto swarms if it gets hit twice by both swarmers. As for the speed, it takes time to get enough speed to evade swarms in an assault dropship and only if you have an afterburner can you fly away from a second swarm volley in time.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
|
Parakalein Mitigatus
Nos Nothi
0
|
Posted - 2014.05.23 22:55:00 -
[200] - Quote
Any improvements to magnetism, slowdown or the abomination that is "smart" deploy? |
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Dunce Masterson
Savage Bullet
108
|
Posted - 2014.05.23 23:33:00 -
[201] - Quote
Defensive modules
I like the new fitting requirements how about changing armor reps to % based so they are effective on all suits
Assaults
The Amarr need to have the same amount of module slots has every one else I did not spec back into Amarr Assault because they don't have the same amount of module slots has every one else, they have more HP but are slower then every one else
The Minmatar Assault is faster then the Amarr scout either the scout needs a speed buff or the assault needs a speed reduction. their HP is also the lowest would it be possible to increase their lower HP value to match the higher one?
Sentinels
The Rail rifle damage resistance to shields on the Amarr Sentinel needs to be changed to Armor to bring it in line with the EVE online Lore as the Amarr believe in tough resilient armor.
The typical tank bonus in EVE online for the Amarr is +20% damage resistnace bonus to armor
The typical tank bonus in EVE online for the Caldari is +20% damage resistance bonus to shields
The typical tank bonus in EVE online for the Gallente is +37.5% to armor repair rate
The typical tank bonus in EVE online for the Minmatar is +37.5% bonus to shield boosters
Because you the Dust 514 DEV's gave the Gallente 2 armor resistance bonuses to armor and not to or also the Amarr along with other things like shorting the Amarr medium and Assault suits 1 low module slot I have decided not to spend any more money on your products until such troll development errors are corrected.
I don't even know why I bother.
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Adipem Nothi
Nos Nothi
968
|
Posted - 2014.05.23 23:42:00 -
[202] - Quote
@ Parak Nothing on smart spawn. Stunlock is on the table.
@ Eko Read the thread then get back to me on the Minmatar Scout. Guys like Moody are concerned with good reason.
Shoot scout with yes...
- Ripley Riley
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Zatara Rought
General Tso's Alliance
3179
|
Posted - 2014.05.23 23:49:00 -
[203] - Quote
Adipem Nothi wrote:@ Parak Nothing on smart spawn. Stunlock is on the table.
@ Eko Read the thread then get back to me on the Minmatar Scout. Guys like Moody are concerned with good reason.
We have an answer.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Cyrus Militani
Leon Conglomerate
84
|
Posted - 2014.05.23 23:52:00 -
[204] - Quote
jerrmy12 kahoalii wrote:How about, make armor reps % base? So sentinels don't need to stack 4 reps to not be pathetically slow? Glad you're buffing them but thought I'd toss it out there.
The % by your armor rep numbers gave me the idea.
Also if you're making a cloak dekay fix the cloak Most maps or dark areas you glow like the 4th of july.
As appealing as that sounds, that's such a bad idea. Starting with 2% it would give heavies a distict advantage over mediums. Anything lower would reduce the repair rate for mediums. At 5% a heavy could get 120 HP/s if he stacked 4 and had 600 HP. It would make logis obsolete.
I'm fine with a slight buff to repairers as proposed, but no %. He'll no. |
DeathwindRising
ROGUE RELICS
309
|
Posted - 2014.05.24 00:04:00 -
[205] - Quote
Cody Sietz wrote:CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix What about the Plasma Rifles variants >: Fixed or Dodo, I am leaning towards the second The TAR isn't so bad, but dat burst and breach... Maybe a slightly larger mag on the breach?
increase rof on the breach so it gets 50% more dps over a a regular AR but cut its range by 50% as well.
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Eko Sol
Strange Playings
373
|
Posted - 2014.05.24 00:22:00 -
[206] - Quote
Adipem Nothi wrote:@ Parak Nothing on smart spawn. Stunlock is on the table.
@ Eko Read the thread then get back to me on the Minmatar Scout. Guys like Moody are concerned with good reason.
I've played with Moody. I've watched his Videos. He is exceptionally skilled in comparison to me. That being said, I never had a problem with playing the game as a Min Scout when it says "You've been Scanned". If I get scanned then "oh well". To me, it's someone who took the time, CPU/PG, and effort and pointed at the 60 degrees at the perfect time and found me. Why should I ask for anything to make that persons life any harder?
It's not easy having only one scan per 15+ seconds. In addition there is only one scanner that can pick up a double dampened Min Scout as is and still only one with the Gal Bonus. There is a limited number of people that use either. If I come across them then fine. I'll deal.
In addition to all of that, if a scan is successful it doesn't mean they win. It never meant that.
Nerfing Cloak Dampening is fine.
I want you to know that this drastically nerfs my ability as a Min Scout to get RE's on tanks. Do you know what it's like to run a paper thin-ish type min scout with two dampeners while cloaked to bypass 90% of cal scouts to get a single RE or two on a Tank? It is hard already. Now it's that much harder. I can't just sneak up behind the cal scout, I have to take him out or move even faster then before. 75% of my AV is getting nerfed and I'm not complaining.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
|
Adipem Nothi
Nos Nothi
969
|
Posted - 2014.05.24 00:40:00 -
[207] - Quote
@ Eko With respect, you don't participate in competitive play. Your perspectives differ from those like Moody who do. 'Getting by' in pubs is not a measure of balance.
Shoot scout with yes...
- Ripley Riley
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The-Errorist
SVER True Blood
718
|
Posted - 2014.05.24 01:32:00 -
[208] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:Dear CCP Rattati
I very much appreciate you sharing this information with the Dust 514 community through the forums, and thank you for posting these numbers on the Googledocument. Speaking of the Google document, the entry on the third to last reads "Adding Amarr Dropsuit Slots", yet does not say what type of Amarr dropsuit the slot changes are considered for; do you mean the Amarr light and scout? Amarr medium and assault? Amarr logistics? or perhaps the Amarr heavy and sentinel? Please, specify which Amarr dropsuit you are talking about. It is important for us to know what dropsuit you are referring for us to be able to give feedback on that specific item from the Hotfix Alpha Google document. I have inquired about this particular subject twice already in this thread, but you did not reply despite the fact that you have been reading and commenting on this thread; I will assume you are not ignoring my comments as some intentional insult to me, but instead you just missed my comments. I look forward to your reply.
Thank you for reading, sincerely KAGEHOSHI. Yes, I was a bit vague, because I haven't had time to look into it properly. I didn't even know until now that the Amarr Assault dropsuit has fewer slots than its counterparts. In the not so distant future, you can consider slots getting equalized across all comparable racial tiers. That is, when we slot those changes into the hotfix pipeline, and I can't promise that it will be in Hotfix Alpha. Thank you for the reply. I would like to point out that not only do they have less slots, they start out with mostly high slots at lower tiers (militia basic medium frame, standard assault), and possess equal high and low slots at higher tiers; this does not make sense for an Armor-tanking race. The Amarr logi at higher tiers suffer from a slot deficiency as well when compared to other racial logis of the same tier. Compare a proto Amarr logi to a proto logi from any race, and it will be apparant. Some would argue its a tradeoff for the sidearm, but that doesn't make sense; Amarr logi have less equipment as a tradeoff for the sidearm, but why do they also need less module slots? There is also the issue of why do logis have more module slots at higher tier than assaults anyway? it allows them to more tan makeup for their lower base HP and be better slayers than assaults. There is also the lesser known issue of how much logis suck at standard tier when you look at their module slots, and compare them to assaults. I have an old thread [ > > THIS THREAD HERE < < ] on the subject of medium frames, assaults, and logistics that covers. The Amarr slot layouts are not the only ones that don't racially make sense.
The module slot gap between tiers for medium frames; it is MUCH higher for mediums than any other frame size, especially for logistics; logis start out just horrible in module slots at standard tier, less than their assault counterparts (except Amarr logi), yet progress to have more module slots than assaults at higher tiers.
The module slot deficiency between Amarr mediums (NOT just assaults, basics, and logis as well) other race's medium dropsuits; for the logi, one could make the argument that less module slots (at higher tiers) than other logis is payment for sidearm, but the Amarr logi also sacrifices equipment slots compared to the Gallente and Minmatar logis.
The assaults at higher tiers are inferior to logistics a higher tiers because of difference in module slot count.
I would like a complete medium frame overhaul that will achieve the following: All medium frames, including the logistics, will be viable at lower tiers.
All assaults will be preferable for the job of slaying at higher tiers when compared to logistics.
The first 2 points can be achieved by not only equalizing module slots between assaults and logis at all tiers, but also equalizing the specific slot layout as well.
Fixing the Amarr slot deficiency.
Racially consistent slot layouts.
The module slot gap between high and low tiers being consistent with other frame sizes; each tier increments module slots by 1, not 2 or more. This would if proto has 8 module slots, advanced has 7, and standard has 6. If instead proto instead has 7 module slots, then it would mean advanced has 6, and standard has 5.
Its kind of more complicated than that because of the craziness of the Caldari logi (starts out absolute worst standard tier both in modules and equipment, then gets a whopping 9 module slots at prototype, while other logis have 7 or 8), but its all covered in my thread. I strongly encourage you reading my thread, I put a lot of thought into it, and I tried to be as thorough as possible. The end result of what I want is that assaults and logis of the same race and tier have the same module slot layout, and module slot count. At each higher tier, the module slots increment by 1; for example, if they start with 6 module slots at standard, then at advanced they will both have 7, and at prototype they will both have 8. The equal slots will allow the higher base HP of the assault to actually matter. Assaults are be more mobile, will have slightly higher HP ceiling (because of the currently higher base HP). The logistics have the 2-3 more equipment slots for higher utility. In 1.8, CCP started normalizing slot layouts for the races for light frames, commandos, sentinels, and regular basic heavies, but ran out of time to work on medium frames; I hope that fixing these kinds of serious issues for mediums frames will come too at a later hotfix.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
|
Poonmunch
Sanguis Defense Syndicate
939
|
Posted - 2014.05.24 01:42:00 -
[209] - Quote
CCP Rattati wrote:Dear players, we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha. Here are the numbers Hotfix Alpha NumbersDue to popular demand and community reasoning, we are making a few strategic changes. 1) We are not reducing Minmatar Commando speed at this time, it stays the same. XXX 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. The "probably" is now "not"3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates So, please review the list and give us feedback in this thread. These concerns deserve special mention, as they were mentioned a lot.
- Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
- Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
- Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
Again, thanks for the constructive and positive feedback, CCP Rattati
I like this guy.
I wish he was here last year.
Munch
Anyone who buys AUR now is a fool.
|
jerrmy12 kahoalii
Proficiency V.
1520
|
Posted - 2014.05.24 02:13:00 -
[210] - Quote
Cyrus Militani wrote:jerrmy12 kahoalii wrote:How about, make armor reps % base? So sentinels don't need to stack 4 reps to not be pathetically slow? Glad you're buffing them but thought I'd toss it out there.
The % by your armor rep numbers gave me the idea.
Also if you're making a cloak dekay fix the cloak Most maps or dark areas you glow like the 4th of july. As appealing as that sounds, that's such a bad idea. Starting with 2% it would give heavies a distict advantage over mediums. Anything lower would reduce the repair rate for mediums. At 5% a heavy could get 120 HP/s if he stacked 4 and had 600 HP. It would make logis obsolete. I'm fine with a slight buff to repairers as proposed, but no %. He'll no. How about, heavy armor reps, eh, eh? More pg cost but higher rep rate
Closed beta vet.
|
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THUNDERGROOVE
The Last of DusT. General Tso's Alliance
815
|
Posted - 2014.05.24 02:30:00 -
[211] - Quote
jerrmy12 kahoalii wrote: How about, heavy armor reps, eh, eh? More pg cost but higher rep rate
Or leave it as is. If you want your own reps sacrifice armor or get a logi.
TDBS
Fight heavy spam with plasma cannons!
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
98
|
Posted - 2014.05.24 02:44:00 -
[212] - Quote
Cyrius Li-Moody wrote:Alright here's some preliminary findings on the things I actually care about:
-Only the Amarr and Gallente will be able to beat a gallente focus scanner. -Caldari and Minmatar will never beat a gallente focus scanner. -In turn Cal and Min will never beat a Caldari scout. -Gallente remains and takes further lead as king scout
long story short: Sucks to be a Minmatar scout even more than currently. Can I get a respec on my Minmatar scout? Not kidding about this.
You've gotta realize something. That focused scanner only stays lit for 5 seconds, has a 40 second cooldown, and with the range limitations it'd be EXTREMELY rare for him to actually scan the right place to find you.
Minmatar remains the scout I would pick because of its speed and hacking bonus. If you didn't pick it for either of these two things, then it's YOUR FAULT not CCPs.
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
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Dj grammer
Red Star. EoN.
239
|
Posted - 2014.05.24 02:58:00 -
[213] - Quote
CCP Rattati wrote:Dear players, we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha. Here are the numbers Hotfix Alpha NumbersDue to popular demand and community reasoning, we are making a few strategic changes. 1) We are not reducing Minmatar Commando speed at this time, it stays the same. XXX 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. The "probably" is now "not"3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates So, please review the list and give us feedback in this thread. These concerns deserve special mention, as they were mentioned a lot.
- Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
- Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
- Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
Again, thanks for the constructive and positive feedback, CCP Rattati
This MIGHT be enough to bring me back and play this game on out to its death
|
IRON PATRIOT 1
Proficiency V.
148
|
Posted - 2014.05.24 05:56:00 -
[214] - Quote
[quote=Cyrius Li-Moody]Lowest Dampening possible or worth noting: Caldari - 18.49 db w/ 2 complex damps (17.56 db while proto cloak active) Minmatar - 15.85 db w/ 3 complex damps (15.05 db while proto cloak active) Amarr - 14.73 db w/ 4 complex damps Gallente -13.87 db w/ 2 complex damps
For reference:
Gal Logi can 360 scan 4 Focused Scanners that scan at 15db for 5 seconds each.
Caldari Precision -17.85 db w/ 2 complex precision -15.81 db w/ 3 complex precision -14.91 db w/ 4 complex precision
I agree with the math but this is not the case in game. I did some field testing today with my cal scout. With two complex profile damps you still get scanned by a focus scanner being used by any other than gal logi. I needed to be cloaked along with the 2 comp damps to not be scanned by a complex focused scanner
I always mess up quotes |
jerrmy12 kahoalii
Proficiency V.
1520
|
Posted - 2014.05.24 06:00:00 -
[215] - Quote
IRON PATRIOT 1 wrote:Cyrius Li-Moody wrote:Lowest Dampening possible or worth noting: Caldari - 18.49 db w/ 2 complex damps (17.56 db while proto cloak active) Minmatar - 15.85 db w/ 3 complex damps (15.05 db while proto cloak active) Amarr - 14.73 db w/ 4 complex damps Gallente -13.87 db w/ 2 complex damps
For reference:
Gal Logi can 360 scan 4 Focused Scanners that scan at 15db for 5 seconds each.
Caldari Precision -17.85 db w/ 2 complex precision -15.81 db w/ 3 complex precision -14.91 db w/ 4 complex precision I agree with the math but this is not the case in game. I did some field testing today with my cal scout. With two complex profile damps you still get scanned by a focus scanner being used by any other than gal logi. I needed to be cloaked along with the 2 comp damps to not be scanned by a complex focused scanner Edit: I always mess up quotes Two damps should make you completely invisible at lvl 5 tba. It's a damm scout, it's role is to be unscanable But ccp wants 4 low slots to do that Which means cal and min are underpowered scouts.
Closed beta vet.
|
KingBabar
MAG was better...
2535
|
Posted - 2014.05.24 08:03:00 -
[216] - Quote
So, a buff to my beloved Core Locus nades???
I can't see that anyone has ever asked for it but I'll be sure to make a nade spam fit just for the luls...
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
|
Ryme Intrinseca
The Rainbow Effect
1254
|
Posted - 2014.05.24 08:45:00 -
[217] - Quote
Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. |
jerrmy12 kahoalii
Proficiency V.
1520
|
Posted - 2014.05.24 08:49:00 -
[218] - Quote
Ryme Intrinseca wrote:Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields.
Closed beta vet.
|
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
388
|
Posted - 2014.05.24 09:13:00 -
[219] - Quote
jerrmy12 kahoalii wrote:Ryme Intrinseca wrote:Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields.
would be true, if a cal couldn't stack energizers, and wasn't smart enough to make use of the 1s shield recharge delay.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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jerrmy12 kahoalii
Proficiency V.
1521
|
Posted - 2014.05.24 09:54:00 -
[220] - Quote
jerrmy12 kahoalii wrote:Ryme Intrinseca wrote:Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields.
would be true, if a cal couldn't stack energizers, and wasn't smart enough to make use of the 1s shield recharge delay.[/quote] Moat enemies rush you and you have no time Homestly making a slow shiel suit qith delays was bad Gal sent will out rep caldari
Closed beta vet.
|
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Ryme Intrinseca
The Rainbow Effect
1254
|
Posted - 2014.05.24 10:17:00 -
[221] - Quote
jerrmy12 kahoalii wrote:Ryme Intrinseca wrote:Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields. Never stops repping is what I meant by 'the difference in how armour and shields work'.
Gk.0 does not have more armour than ck.0 has shields. Remember, we are talking about rep-tanking both suits, so all gk.0 lows have reppers and all ck.0 highs have energiziers/rechargers. In that scenario they have exactly the same amount of main tank (525). So that is not a factor.
Look at the numbers again. The ck.0 can achieve 117hp/s while gk.0 can only manage 38.5hp/s. So ck.0 has a massive regen rate advantage. This is balanced by the fact that gk.0 regens even under fire (albeit at that slower rate).
Sometimes I wonder if people will only be happy when shield and armour have exactly the same hp values and exactly the same regen characteristics, just with different names. |
jerrmy12 kahoalii
Proficiency V.
1522
|
Posted - 2014.05.24 10:36:00 -
[222] - Quote
jerrmy12 kahoalii wrote:Ryme Intrinseca wrote:Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields. Never stops repping is what I meant by 'the difference in how armour and shields work'.
Gk.0 does not have more armour than ck.0 has shields. Remember, we are talking about rep-tanking both suits, so all gk.0 lows have reppers and all ck.0 highs have energiziers/rechargers. In that scenario they have exactly the same amount of main tank (525). So that is not a factor.
Look at the numbers again. The ck.0 can achieve 117hp/s while gk.0 can only manage 38.5hp/s. So ck.0 has a massive regen rate advantage. This is balanced by the fact that gk.0 regens even under fire (albeit at that slower rate).
Sometimes I wonder if people will only be happy when shield and armour have exactly the same hp values and exactly the same regen characteristics, just with different names.[/quote] Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Closed beta vet.
|
The-DON of-DOT-MAFIA
The DOT MAFIA
3
|
Posted - 2014.05.24 10:40:00 -
[223] - Quote
To CCP RINTINTIN:
The truth has no agenda, and a great artist told his students to never second guess themselves.
I am impressed with your ideas, and you have my sympathy in trying to make a game mechanic function, when that mechanic is a wall hack.
Most all FPS's in hardcore mode do not have a minimap, and squad vision should be limited to comms.
Could the HMG damage signature to LAV's also be applied to Drop ships?
again thank you for the dose of hope!
peace/out |
Cat Merc
Ahrendee Mercenaries
9895
|
Posted - 2014.05.24 11:16:00 -
[224] - Quote
Please don't increase complex armor plates penalties. They're rarely used anyway, and I already lose 0.4m/s per plate, which is huge.
Even without increasing the speed penalty on it, I still think enhanced armor plates will be the golden standard for plated Gallente/Amarr.
Feline overlord of all humans - CAT MERC
|
Cat Merc
Ahrendee Mercenaries
9895
|
Posted - 2014.05.24 11:19:00 -
[225] - Quote
jerrmy12 kahoalii wrote: Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Energizers remove a laughable amount of HP. The HP difference will be next to nothing.
"In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted" Uhh... How exactly? It would rep around 110HP, which is less than 1/4th what a Cal Sentinel would have.
Feline overlord of all humans - CAT MERC
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jerrmy12 kahoalii
Proficiency V.
1522
|
Posted - 2014.05.24 11:24:00 -
[226] - Quote
Cat Merc wrote:jerrmy12 kahoalii wrote: Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Energizers remove a laughable amount of HP. The HP difference will be next to nothing. "In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted" Uhh... How exactly? It would rep around 110HP, which is less than 1/4th what a Cal Sentinel would have. 39 39 39 117, never interupted 3 energisers=less than armor hp of gal sent base 6% energisers remove decent hp from cal sent.
Closed beta vet.
|
Cat Merc
Ahrendee Mercenaries
9895
|
Posted - 2014.05.24 11:51:00 -
[227] - Quote
jerrmy12 kahoalii wrote:Cat Merc wrote:jerrmy12 kahoalii wrote: Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Energizers remove a laughable amount of HP. The HP difference will be next to nothing. "In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted" Uhh... How exactly? It would rep around 110HP, which is less than 1/4th what a Cal Sentinel would have. 39 39 39 117, never interupted 3 energisers=less than armor hp of gal sent base 6% energisers remove decent hp from cal sent. Cal Sentinel drops to 440HP~ shields with 3 energizers.
Feline overlord of all humans - CAT MERC
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Ryme Intrinseca
The Rainbow Effect
1254
|
Posted - 2014.05.24 12:03:00 -
[228] - Quote
jerrmy12 kahoalii wrote:Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster. Shield skills increase hp as much as armour skills do. Both suits are at 656.25hp with full skills.
But you're right, I forgot to take energizer HP reduction into account. But as I said, even with 2 rechargers and no energizers, ck.0 has much higher regen than a gk.0 that uses all lows on regen. And of course the ck.0 will have higher HP as well in that case as it will have more slots free for tank.
The caldari suit undoubtedly has its advantages (dat depleted delay ) and a little buff for armour reppers won't take away it's king of rep crown. In fact it is a slight buff for ck.0 as well as they'll usually carry a repper. |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5741
|
Posted - 2014.05.24 12:53:00 -
[229] - Quote
@CCP Rattati
Any consideration toward changing the reactive armor plates' bonus to 1/2/3 instead of 1/1/2 since it doesn't receive the increased repair rate from Armor Repair Systems skill?
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Joel II X
Dah Gods O Bacon
2654
|
Posted - 2014.05.24 13:06:00 -
[230] - Quote
When is this being released? |
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Cat Merc
Ahrendee Mercenaries
9897
|
Posted - 2014.05.24 13:38:00 -
[231] - Quote
Aeon Amadi wrote:@CCP Rattati
Any consideration toward changing the reactive armor plates' bonus to 1/2/3 instead of 1/1/2 since it doesn't receive the increased repair rate from Armor Repair Systems skill? Doing the math that would be too powerful. 1/1.5/2 would be best.
Feline overlord of all humans - CAT MERC
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bogeyman m
Krusual Covert Operators Minmatar Republic
214
|
Posted - 2014.05.24 14:39:00 -
[232] - Quote
Cat Merc wrote:Moving the reps from Gallente to Amarr? Really?
That's just stupid lol
Amarr: Brick Armor Gallente: Repair Armor
Gallente armour repair should still be reduced to 2hp/s. Shield regen should also be reduced - the only scout to have both should not be OP.
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
214
|
Posted - 2014.05.24 14:57:00 -
[233] - Quote
CCP Rattati wrote:Zaria Min Deir wrote:Ryme Intrinseca wrote:
2. Don't understand the reasoning about not buffing swarms because that would affect dropships. That would be a good thing! You do realize an ADS can basically ignore swarms at present? What is the point in having specialized roles that are so much worse at their 'speciality' than non-specialized roles are at it (e.g. tanks, which threaten infantry and vehicles alike)? Note, I have no axe to grind here, I don't have a single SP into swarms.
3. This is a minor issue, but why nerf AV nade restock at nanohive? Is this really a problem at present? If infantry have time to restock multiple grenades (which is the only time the change would make any difference) then the tanker has put themselves in an awfully vulnerable position, probably getting greedy for infantry kills rolling into a tight space where they don't belong.
Yes. This. Swarms (yes, MULTIPLE swarmers working together) are just laughed off by ADS pilots. They are pretty much entirely unkillable by swarms except in the case of terribad pilot or getting extremely unlucky. So why worry about a minor swarm buff affecting dropships? When that's exactly what we need, for swarms to have at least some effect on ADSs? And I really don't see a need for the increased nanite count on AV nades. I already deplete a proto hive after throwing 2 nades as it is. In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots)
Not against this choice. But if it comes to fruition, please increase grenade carry back to 3 and nerf Locus grenades if needed (thereby un-penalizing AV and Flux grenades.)
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
214
|
Posted - 2014.05.24 15:04:00 -
[234] - Quote
Arkena Wyrnspire wrote:Ryme Intrinseca wrote: I mostly agree, but on the CR/AR thing, I think a 4% shift (2% nerf+2% buff) can make a difference. Look at how many people have taken up the ACR (<3) just because it was nerfed less than other rifles (8% rather than 10-15%).
Still, ideally I think AR/CR would be a 3% buff/nerf.
But it doesn't, that's the point. If you have a 2% change on each and neither changes the number of bullets required to kill, there is no net change. People didn't just take up the ACR because it took half the damage nerf that some of the other weapons did. There are a whole host of reasons for choosing the ACR over the AR - better damage profile (especially important with the proficiency changes), better range, better RoF (important on the slowdown effect)...
So wouldn't a better solution be to correct the damage profile of CRs and remove/reduce the slowdown effect for all weapons? (I still believe the RRs need a range nerf.)
Duct tape 2.0 - Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
214
|
Posted - 2014.05.24 15:05:00 -
[235] - Quote
DozersMouse XIII wrote:can you just take the range bonus from the gal scout and give it to the amarr scout?
it makes more sense since the amarr and caldari are both range oriented
This.
Duct tape 2.0 - Have WD-40; will travel.
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Medic Touson
D3ATH CARD
1
|
Posted - 2014.05.24 15:08:00 -
[236] - Quote
it looks like ur geting the idea of how to balance and fix the game but the hit reconishion needs a major fix for the nex update of hofix ples look into it. i am also a bit disapointed that i can see 800m with a sniperbut i cant kill till 600m and the fact that i see people behind a wall or a box and cant kill them needs a fix as well.if you play a sniper like i do you will see the bugs that i keep on geting. if you could look into this it will inprove the game a pit more. |
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CCP Rattati
C C P C C P Alliance
1694
|
Posted - 2014.05.24 16:17:00 -
[237] - Quote
Cat Merc wrote:Please don't increase complex armor plates penalties. They're rarely used anyway, and I already lose 0.4m/s per plate, which is huge.
Even without increasing the speed penalty on it, I still think enhanced armor plates will be the golden standard for plated Gallente/Amarr.
We are thinking, 3,4 and 5% actually, just raising the STD and ADV by 1% so complex is desirable
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Arkena Wyrnspire
Fatal Absolution
13713
|
Posted - 2014.05.24 17:02:00 -
[238] - Quote
CCP Rattati wrote:Cat Merc wrote:Please don't increase complex armor plates penalties. They're rarely used anyway, and I already lose 0.4m/s per plate, which is huge.
Even without increasing the speed penalty on it, I still think enhanced armor plates will be the golden standard for plated Gallente/Amarr. We are thinking, 3,4 and 5% actually, just raising the STD and ADV by 1% so complex is desirable
Complex isn't really that desirable anyway. 12 PG 30 CPU is a lot more than the other plates require and you're only increasing that.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Cody Sietz
Bullet Cluster Lokun Listamenn
3266
|
Posted - 2014.05.24 17:32:00 -
[239] - Quote
Arkena Wyrnspire wrote:CCP Rattati wrote:Cat Merc wrote:Please don't increase complex armor plates penalties. They're rarely used anyway, and I already lose 0.4m/s per plate, which is huge.
Even without increasing the speed penalty on it, I still think enhanced armor plates will be the golden standard for plated Gallente/Amarr. We are thinking, 3,4 and 5% actually, just raising the STD and ADV by 1% so complex is desirable Complex isn't really that desirable anyway. 12 PG 30 CPU is a lot more than the other plates require and you're only increasing that. I think they may raise the CPU/PG requirements for complex plates. That would kind of kill them for the GalAssault with it's limited CPU/PG.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
RECON BY FIRE
Imperfects Negative-Feedback
402
|
Posted - 2014.05.24 17:46:00 -
[240] - Quote
The-Errorist wrote:RECON BY FIRE wrote:CCP Rattati wrote:
Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
Dropships are already basically invulnerable to Swarms as it is, sooooooo..... wtf. They can fly faster than the Swarms travel and outrun them, they can fly higher than a Swarm can ever hope to lock, and furthermore on the last point Swarms have such pathetic lock range that Dropships can basically just act like they don't exist. Only rep tanked dropships are invulnerable to proto swarms and shield dropships can be easily taken out by 2 proto swarms if it gets hit twice by both swarmers. As for the speed, it takes time to get enough speed to evade swarms in an assault dropship and only if you have an afterburner can you fly away from a second swarm volley in time.
Youre full of ****, but what else can I expect from someone in Sver other than to defend their vehicle crutch?
Stuff....?
|
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Eko Sol
Strange Playings
376
|
Posted - 2014.05.24 18:08:00 -
[241] - Quote
Adipem Nothi wrote:@ Eko With respect, you don't participate in competitive play. Your perspectives differ from those like Moody who do. 'Getting by' in pubs is not a measure of balance.
I have done PC, and more often recently. I took out 2 tanks with RE's and AV nades from Gods Among Men. I ran Min Scout against John Sheapard....he crushed me but that isn't the point. The point is, I manage as a min scout and I, personally, don't believe the cloak nerf is as impacting as it seems. I think everyone is entitled to their opinion on what this will do.
All of that being said, I believe that the nerf to how long you can be cloaked ON TOP OF the Dampening nerf is going to make cloaks completely unnecessary to me. Although I run basic cloak, the ADV cloak fitting costs don't justify the invisibility (The ADV cloak will become the same as the original basic cloak). I rather run Hives and RE's then Run Cloak and RE's now.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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wripple
TeamPlayers Dirt Nap Squad.
188
|
Posted - 2014.05.24 18:44:00 -
[242] - Quote
So vehicle Heavy Repairs are still going to be abused? And personally I think changing shield extenders and plates to a percentage based system would easily fix allot of the issues we see today *cough* *cough* 1000 HP Gallente scouts. This way HP buffs of scouts would be less drastic and more efficient on heavier suits.
And as always, we really do need to make vehicles repairs (both armor and shield) active modules again. Tanking actually required skill when you had a narrow window of engagement. |
Ld Collins
Molon Labe. General Tso's Alliance
145
|
Posted - 2014.05.24 19:25:00 -
[243] - Quote
I like the cloak numbers people are complaining about the duration nerf but its really a non factor issue because as soon as you decloak it starts to recharge. There is no cloak then a long cool down unless you completely deplete your cloak reserves. 5% is sufficient all scouts should not have had such an extreme advantage in dampening. Each scout has its own role to play previously if you we not a maxed gallogi scanners were practically useless against scouts. Any other class who put time and sp into leveling scanners we rendered useless this was simply unacceptable. As for other scouts worried about scanners being op you have nothing to worry about anyone who isnt a gal logi will get far more use out of 20db scanners than a focused scan. The other logis need their slots for rep tools nano machines and uplinks and the non logi suits will find that using a focus scan tool will not be productive scan range is limited to 100m and duration a miniscule 5 secs. |
SponkSponkSponk
The Southern Legion Final Resolution.
816
|
Posted - 2014.05.24 21:57:00 -
[244] - Quote
Arkena Wyrnspire wrote: Complex [plate] isn't really that desirable anyway. 12 PG 30 CPU is a lot more than the other plates require and you're only increasing that.
Makes sense; the hit points per unit of fitting get worse as you go up tiers.
Dust/Eve transfers
|
The-Errorist
SVER True Blood
723
|
Posted - 2014.05.25 00:10:00 -
[245] - Quote
@CCP Rattati
From the this thread
From this thread (Paraprased from some of KAGEHOSI's posts) Are you aware that logistics have a weird and inconsistent module & equipment slot layout progression too? (same slots as light frames then more then assaults and other issues) There's a thread outlining the problem, why it's a problem, and solutions in a easy to ready & understandable way.
and from[Feedback] Gallente scouts thread
CCP Rattati wrote:Yes I think we are done here. Thanks for the awesome feedback, I hope we can all be happy with this discussion and how it sets the bar for future dev-community interaction. What about the responses to your last question and the related issues raised? For example, making it harder to fit a prototype focused scanner? If a scout has to make lots of sacrifices to hide from it, why shouldn't the person using that scanner need to make sacrifices too?
Another related and seemingly unnoticed/unreplied suggestion (to you) was to remove the scan radius bonus and replace that with a cloak duration bonus, so that it has 2 bonuses for hiding (dampening & cloak duration) instead of only having a duration bonus like you suggested earlier (I know that only that was decided against). This would make the Gal scout not a bonus that's too similar to the Cal scout too.
There are other concerns besides mine that went without getting a formal reply from you.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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Booby Tuesdays
Ahrendee Mercenaries
516
|
Posted - 2014.05.25 03:19:00 -
[246] - Quote
Still never saw the numbers for Militia Plates and BPO's. They are currently at 15 CPU 2 PG.
Enhanced Plates really should be back to 5%, but hey, any increase to speed penalty is good at this point. Small steps, right? |
Cat Merc
Ahrendee Mercenaries
9905
|
Posted - 2014.05.25 03:21:00 -
[247] - Quote
For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad!
Feline overlord of all humans - CAT MERC
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DUST Fiend
Onslaught Inc RISE of LEGION
14397
|
Posted - 2014.05.25 03:23:00 -
[248] - Quote
Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! Or remove shared vision for passive scans, and make people use actual teamwork instead
|
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
680
|
Posted - 2014.05.25 03:26:00 -
[249] - Quote
Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! But don't you get it, Cat, it's sooooooo unfair to those poor Caldari scouts if they can't see everyone on the map at all times.
Actually, the Caldari Scout scan range should also be increased to infinite, it's totally unreasonable that there might be a redline sniper somewhere hiding from those passive scans.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
|
Cat Merc
Ahrendee Mercenaries
9905
|
Posted - 2014.05.25 03:27:00 -
[250] - Quote
DUST Fiend wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! Or remove shared vision for passive scans, and make people use actual teamwork instead It's still not enough. Passive scanning means that you can see a lot of enemies. Dampening means that you hide just yourself.
Hence dampening should be stronger because it gives you less benefit.
With the proposed change a Caldari scout will detect a Gal scout if both don't have modules on.
Feline overlord of all humans - CAT MERC
|
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10938
|
Posted - 2014.05.25 03:27:00 -
[251] - Quote
DUST Fiend wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! Or remove shared vision for passive scans, and make people use actual teamwork instead Yes, they really should get rid of shared passive scans.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Cat Merc
Ahrendee Mercenaries
9906
|
Posted - 2014.05.25 03:34:00 -
[252] - Quote
What was that about not changing too much at once?
You do know that a HUGE reason the Gal Scout is popular is because it can reach ludicrous HP levels? Which you have now nerfed?
Feline overlord of all humans - CAT MERC
|
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
681
|
Posted - 2014.05.25 03:38:00 -
[253] - Quote
Cat Merc wrote: Passive scanning means that you can see a lot of enemies. Dampening means that you hide just yourself.
Hence dampening should be stronger because it gives you less benefit.
With the proposed change a Caldari scout will detect a Gal scout if both don't have modules on.
Word.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
|
Godin Thekiller
shadows of 514
2414
|
Posted - 2014.05.25 03:44:00 -
[254] - Quote
Cyrius Li-Moody wrote:Alright here's some preliminary findings on the things I actually care about:
-Only the Amarr and Gallente will be able to beat a gallente focus scanner. -Caldari and Minmatar will never beat a gallente focus scanner. -In turn Cal and Min will never beat a Caldari scout. -Gallente remains and takes further lead as king scout
long story short: Sucks to be a Minmatar scout even more than currently. Can I get a respec on my Minmatar scout? Not kidding about this.
Gal should be the only one to beat it anyways. Why is it so hard to just put in other EWAR? Oh wait, that's right, dust is dead...........
click me
Blup Blub Bloop. Translation: Die -_-
|
Zatara Rought
General Tso's Alliance
3259
|
Posted - 2014.05.25 03:47:00 -
[255] - Quote
Cat Merc wrote:DUST Fiend wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! Or remove shared vision for passive scans, and make people use actual teamwork instead It's still not enough. Passive scanning means that you can see a lot of enemies. Dampening means that you hide just yourself. Hence dampening should be stronger because it gives you less benefit. With the proposed change a Caldari scout will detect a Gal scout if both don't have modules on.
Yes this is a problem if both don't have modules on.
If he was unwilling to move on the gal change...what % change would be necessary to make the cal bonus not allow it to see the gal if both don't have modules on...and would sort of snowball affect would this minimum change incite overall in scanning at the min max level?
Specifically...if you could determine the minimum nerf rounded to a whole % would that nerf on the cal make it so with all proposed changes anything ELSE is now easier to evade on the cal?
Ex: Gal only need 1 slot to get under quad cal?
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
jerrmy12 kahoalii
Proficiency V.
1528
|
Posted - 2014.05.25 03:52:00 -
[256] - Quote
Godin Thekiller wrote:Cyrius Li-Moody wrote:Alright here's some preliminary findings on the things I actually care about:
-Only the Amarr and Gallente will be able to beat a gallente focus scanner. -Caldari and Minmatar will never beat a gallente focus scanner. -In turn Cal and Min will never beat a Caldari scout. -Gallente remains and takes further lead as king scout
long story short: Sucks to be a Minmatar scout even more than currently. Can I get a respec on my Minmatar scout? Not kidding about this. Gal should be the only one to beat it anyways. Why is it so hard to just put in other EWAR? Oh wait, that's right, dust is dead........... Because if you're scanned you're dead, min and cal need some kind of stealth, I also want a respec.
Closed beta vet.
|
Cat Merc
Ahrendee Mercenaries
9909
|
Posted - 2014.05.25 03:52:00 -
[257] - Quote
Zatara Rought wrote:Cat Merc wrote:DUST Fiend wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! Or remove shared vision for passive scans, and make people use actual teamwork instead It's still not enough. Passive scanning means that you can see a lot of enemies. Dampening means that you hide just yourself. Hence dampening should be stronger because it gives you less benefit. With the proposed change a Caldari scout will detect a Gal scout if both don't have modules on. Yes this is a problem if both don't have modules on. If he was unwilling to move on the gal change...what % change would be necessary to make the cal bonus not allow it to see the gal if both don't have modules on...and would sort of snowball affect would this minimum change incite overall in scanning at the min max level? Specifically...if you could determine the minimum nerf rounded to a whole % would that nerf on the cal make it so with all proposed changes anything ELSE is now easier to evade on the cal? Ex: Gal only need 1 slot to get under quad cal? Yes, but say that Cal has two. Now that Gal needs two. And say that Cal has three. Now that Gal needs three.
It sounds fair at first, but as I already explained, dampening gives you less benefit. Even if passive squad scanning was removed, you can still relay the general location of a cloaked scout to your squad.
Feline overlord of all humans - CAT MERC
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Zatara Rought
General Tso's Alliance
3260
|
Posted - 2014.05.25 03:59:00 -
[258] - Quote
Cat Merc wrote: Yes, but say that Cal has two. Now that Gal needs two. And say that Cal has three. Now that Gal needs three.
It sounds fair at first, but as I already explained, dampening gives you less benefit. Even if passive squad scanning was removed, you can still relay the general location of a cloaked scout to your squad.
I'm not contesting the premise.
I'm saying what sort of nerf to the cal owuld be required to bring it back into balance if he was adamant for w/e reason about nerfing the gal bonus, and would this nerf to the cal cause and snowball effects on the rest of e-war meta?
If so, pl0x give an example.
I'm already quite in agreeance with the theory bud.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
Cat Merc
Ahrendee Mercenaries
9909
|
Posted - 2014.05.25 04:04:00 -
[259] - Quote
Zatara Rought wrote:Cat Merc wrote: Yes, but say that Cal has two. Now that Gal needs two. And say that Cal has three. Now that Gal needs three.
It sounds fair at first, but as I already explained, dampening gives you less benefit. Even if passive squad scanning was removed, you can still relay the general location of a cloaked scout to your squad.
I'm not contesting the premise. I'm saying what sort of nerf to the cal owuld be required to bring it back into balance if he was adamant for w/e reason about nerfing the gal bonus, and would this nerf to the cal cause and snowball effects on the rest of e-war meta? If so, pl0x give an example. I'm already quite in agreeance with the theory bud. You could nerf down the Cal bonus to 15%. Gallente and Caldari used to be 25%, now both will be 15%.
The overall effect is that Gallente will still need the same amount of modules to hide, but Minmatar and Amarr would have some chance. (I believe so, I haven't plugged the numbers in yet)
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9909
|
Posted - 2014.05.25 04:06:00 -
[260] - Quote
Rattati, I would like to know why the 3hp/s armor reps is such an issue that you have to nerf it, when the Caldari Scout regenerates 50hp/s on shields.
You could argue "It's a free built in repairer!", but: A. With the repairer buff, that is now comparable to an STD repairer rather than ADV B. Caldari Assault + Complex Energizer still doesn't touch the Caldari Scout regen.
If you have sound reasoning, great, but I believe that reasoning can be applied to the Caldari scout regen. I don't see why scouts should regenerate faster than assaults.
At this point I believe you're changing numbers for the sake of changing numbers.
Feline overlord of all humans - CAT MERC
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Zatara Rought
General Tso's Alliance
3262
|
Posted - 2014.05.25 04:20:00 -
[261] - Quote
Cat Merc wrote:Rattati, I would like to know why the 3hp/s armor reps is such an issue that you have to nerf it, when the Caldari Scout regenerates 50hp/s on shields.
You could argue "It's a free built in repairer!", but: A. With the repairer buff, that is now comparable to an STD repairer rather than ADV B. Caldari Assault + Complex Energizer still doesn't touch the Caldari Scout regen.
If you have sound reasoning, great, but I believe that reasoning can be applied to the Caldari scout regen. I don't see why scouts should regenerate faster than assaults.
At this point I believe you're changing numbers for the sake of changing numbers.
Comparing it to the cal assault is flawed. COmpare it to the another scout, perhaps specifically the min scout.
comparing the gal nerf of 3reps/s and trying to justify a buff or nerf intrinsically through a comparison to the cal regen seems like apples and oranges.
they aren't similar enough I feel like to be convincing.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
Cat Merc
Ahrendee Mercenaries
9910
|
Posted - 2014.05.25 04:25:00 -
[262] - Quote
Zatara Rought wrote:Cat Merc wrote:Rattati, I would like to know why the 3hp/s armor reps is such an issue that you have to nerf it, when the Caldari Scout regenerates 50hp/s on shields.
You could argue "It's a free built in repairer!", but: A. With the repairer buff, that is now comparable to an STD repairer rather than ADV B. Caldari Assault + Complex Energizer still doesn't touch the Caldari Scout regen.
If you have sound reasoning, great, but I believe that reasoning can be applied to the Caldari scout regen. I don't see why scouts should regenerate faster than assaults.
At this point I believe you're changing numbers for the sake of changing numbers. Comparing it to the cal assault is flawed. COmpare it to the another scout, perhaps specifically the min scout. comparing the gal nerf of 3reps/s and trying to justify a buff or nerf intrinsically through a comparison to the cal regen seems like apples and oranges. they aren't similar enough I feel like to be convincing. You're right. They aren't similar.
The Cal Scout beats the crap out of the Gallente scout in regen.
I'm saying, if the 3hp/s is a problem, so should the massive regen the Caldari scout has.
Feline overlord of all humans - CAT MERC
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Zatara Rought
General Tso's Alliance
3262
|
Posted - 2014.05.25 04:41:00 -
[263] - Quote
Cat Merc wrote: You're right. They aren't similar.
The Cal Scout beats the crap out of the Gallente scout in regen.
I'm saying, if the 3hp/s is a problem, so should the massive regen the Caldari scout has.
There's no data showing that the regen on the cal makes it that amazing in competitive play.
If cal scouts can't get under all scans after hotfix alpha (unless I missed something) i think it's regen will be ever more important.
IMO wtf did they not give heavies 3 reps/s instead of gal?
wtf. anyways,
Better to wait and see with the proposed changes and focus on the main point of not nerfing the gal's bonus IMO.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
The dark cloud
The Rainbow Effect
3130
|
Posted - 2014.05.25 05:00:00 -
[264] - Quote
I looked at the scan profile and precision of both scouts. The galente scout beats the precision from a caldari scout by 0.3DB. Which means that a caldari scout will not see a galente scout without the usage of modules. When the galente scout uses 1 profile dampener the caldari will need 2 precision mods to see him. And the range nerf on passive scans is a drop in the bucket.
Ya know after the changes im still going to have a passive scan range of 45m with 1 complex range amp (gal scout). Before i had 54m scan range with the same setup. Which means you took 9m away. Well i still have my 50% increase from the other skill so meh.
TL:DR
-1 profile dampener on GK.0>1 precision enhancer on CK.0 |
Balamob
SVER True Blood Dirt Nap Squad.
32
|
Posted - 2014.05.25 06:17:00 -
[265] - Quote
when is the hotfix alpha coming out?
Being a Templar is a vow for life.
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Zatara Rought
General Tso's Alliance
3265
|
Posted - 2014.05.25 07:11:00 -
[266] - Quote
The dark cloud wrote:I looked at the scan profile and precision of both scouts. The galente scout beats the precision from a caldari scout by 0.3DB. Which means that a caldari scout will not see a galente scout without the usage of modules. When the galente scout uses 1 profile dampener the caldari will need 2 precision mods to see him. And the range nerf on passive scans is a drop in the bucket.
Ya know after the changes im still going to have a passive scan range of 45m with 1 complex range amp (gal scout). Before i had 54m scan range with the same setup. Which means you took 9m away. Well i still have my 50% increase from the other skill so meh.
TL:DR
-1 profile dampener on GK.0>1 precision enhancer on CK.0
Just saying...saying it was .3 under doesn't tell us ****.
cause if the cal's precision is 14.99 and the gal's is 14.01 guess what...the gal got scanned.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
Glyd Path
Nec Tributis
69
|
Posted - 2014.05.25 08:20:00 -
[267] - Quote
I doubt if you can adjust maps but with the magic database can you adjust the radius that supply depots support? If so, then please consider increasing the range so tanks can use the 50% of supply depots that are out of range, too high or impossible to access. Not the one under the pavement though.
I have to check on whether the Caldari scout is hammered enough to consider if you are removing bonuses (hp regen). The other aspects are a concern but not greatly the hp regen is critical however.
What type of things can you change and what are beyond your ability, assuming you don't have to swim over to the database of course.
For myself it is nice to have a developer once again, you show more concern than the entire team we had previously.
Nobody at CCP cares because we ain't Legionnaires.
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Eko Sol
Strange Playings
379
|
Posted - 2014.05.25 09:44:00 -
[268] - Quote
Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad!
This isn't true. The Cal scout is OP because it transfers it's tacnet to squad mates. That should be fixed IMO. Or everyone should get my Min Hack Bonus and everyone on your team should get your Gal bonus, etc. They shouldn't share Tacnet displays.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
|
Cat Merc
Ahrendee Mercenaries
9920
|
Posted - 2014.05.25 10:53:00 -
[269] - Quote
The dark cloud wrote:I looked at the scan profile and precision of both scouts. The galente scout beats the precision from a caldari scout by 0.3DB. Which means that a caldari scout will not see a galente scout without the usage of modules. When the galente scout uses 1 profile dampener the caldari will need 2 precision mods to see him. And the range nerf on passive scans is a drop in the bucket.
Ya know after the changes im still going to have a passive scan range of 45m with 1 complex range amp (gal scout). Before i had 54m scan range with the same setup. Which means you took 9m away. Well i still have my 50% increase from the other skill so meh.
TL:DR
-1 profile dampener on GK.0>1 precision enhancer on CK.0 Numbers like these are rounded up.
Feline overlord of all humans - CAT MERC
|
Cat Merc
Ahrendee Mercenaries
9920
|
Posted - 2014.05.25 10:54:00 -
[270] - Quote
Eko Sol wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! This isn't true. The Cal scout is OP because it transfers it's tacnet to squad mates. That should be fixed IMO. Or everyone should get my Min Hack Bonus and everyone on your team should get your Gal bonus, etc. They shouldn't share Tacnet displays. Then I can just tell my squad where everything is?
Feline overlord of all humans - CAT MERC
|
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Xx-VxF-xX
Void of Faction
69
|
Posted - 2014.05.25 11:09:00 -
[271] - Quote
Cat Merc wrote:Eko Sol wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! This isn't true. The Cal scout is OP because it transfers it's tacnet to squad mates. That should be fixed IMO. Or everyone should get my Min Hack Bonus and everyone on your team should get your Gal bonus, etc. They shouldn't share Tacnet displays. Then I can just tell my squad where everything is? Really your going to compare instant precise shared tac-net to you telling your squad, lol you must be a very fast detailed talker.
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SAIRAX SIS
Nyain San General Tso's Alliance
67
|
Posted - 2014.05.25 12:14:00 -
[272] - Quote
Dear Rattati.
Why donot nerf Cal Scout ScanPrecision? Cal Scouts Precision is still OP.
lv5 Gal Scout ScanProfile nerf 23.63 to 26.78dB lv5 Cal Scout ScanPrecision 27dBpÇÇ(Without module)
Hmm... ok but
Ama and Min Scout ScanProfile 31.5dB... They are killed unilaterally Cal Scout.
my opinion, Cal Scout ScanPrecision nerf 5 to 3%(=30.6dB) It can not find the cloaking scout. (modules without) but, weak the cloak, it will be possible to seek(and hide) if guys using the Scan and Stealth modules.
ty |
BLOOD Ruler
The Lionheart Coalition
266
|
Posted - 2014.05.25 12:32:00 -
[273] - Quote
When will this be happening,the things the trusted Dev type of
All eyes on me till you drop dead in your Blood mmmm yummy
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Master Smurf
Nos Nothi
479
|
Posted - 2014.05.25 13:09:00 -
[274] - Quote
A question about grenades
We have already dropped their count so why reduce the their damage by that much when everyone's first level of protection is already shields.
Why also are the proposed damage numbers only going down for STD and ADV and going up for PRO making the difference in damage immense.
"Shine bright like a diamond"
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Joel II X
Dah Gods O Bacon
2656
|
Posted - 2014.05.25 14:12:00 -
[275] - Quote
Zatara Rought wrote:The dark cloud wrote:I looked at the scan profile and precision of both scouts. The galente scout beats the precision from a caldari scout by 0.3DB. Which means that a caldari scout will not see a galente scout without the usage of modules. When the galente scout uses 1 profile dampener the caldari will need 2 precision mods to see him. And the range nerf on passive scans is a drop in the bucket.
Ya know after the changes im still going to have a passive scan range of 45m with 1 complex range amp (gal scout). Before i had 54m scan range with the same setup. Which means you took 9m away. Well i still have my 50% increase from the other skill so meh.
TL:DR
-1 profile dampener on GK.0>1 precision enhancer on CK.0 Just saying...saying it was .3 under doesn't tell us ****. cause if the cal's precision is 14.99 and the gal's is 14.01 guess what...the gal got scanned. That's IF those numbers get computed as integers (round up). If they stay as floating numbers (decimals), than that would mean that the Gallente Scout is below the Caldari's dB scanning, so he would not be scanned. |
Zombie Supreme
Molon Labe. General Tso's Alliance
172
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Posted - 2014.05.25 16:39:00 -
[276] - Quote
CCP Rattati wrote:Dear players,
we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha.
Again, thanks for the constructive and positive feedback, CCP Rattati
A 2% increase to Assault Rifle damage is not enough. They are the most under-powered rifle in the game, with the shortest range. 5% damage increase might make it usable again. |
Cat Merc
Ahrendee Mercenaries
9935
|
Posted - 2014.05.25 18:40:00 -
[277] - Quote
Xx-VxF-xX wrote:Cat Merc wrote:Eko Sol wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! This isn't true. The Cal scout is OP because it transfers it's tacnet to squad mates. That should be fixed IMO. Or everyone should get my Min Hack Bonus and everyone on your team should get your Gal bonus, etc. They shouldn't share Tacnet displays. Then I can just tell my squad where everything is? Really your going to compare instant precise shared tac-net to you telling your squad, lol you must be a very fast detailed talker. It's not as good sure, but I can easily say "stop" to give me time to describe the situation.
Feline overlord of all humans - CAT MERC
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Xx-VxF-xX
Void of Faction
69
|
Posted - 2014.05.25 19:06:00 -
[278] - Quote
Cat Merc wrote:Xx-VxF-xX wrote:Cat Merc wrote:Eko Sol wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! This isn't true. The Cal scout is OP because it transfers it's tacnet to squad mates. That should be fixed IMO. Or everyone should get my Min Hack Bonus and everyone on your team should get your Gal bonus, etc. They shouldn't share Tacnet displays. Then I can just tell my squad where everything is? Really your going to compare instant precise shared tac-net to you telling your squad, lol you must be a very fast detailed talker. It's not as good sure, but I can easily say "stop" to give me time to describe the situation. It's no comparison to how good instant precise tac-net is. you say "stop" and start to describe the situation and the situation changes again before your done describing it. changes in the amount of time it takes you to say "stop". |
shaman oga
Nexus Balusa Horizon
2187
|
Posted - 2014.05.25 19:10:00 -
[279] - Quote
Triple nerf to the gal scout? Isn't it a bit too much?
Scan range nerf I agree with scan range nerf, even if, keep that 1% bonus sounds like a joke, caldari should get the same treatment of gallente.
Dampening nerf Probably needed, but i will keep using at least 1 complex dampener like i always did.
Automatic repair Horrible nerf, definitely not needed, 3 points were fine, not enough to allow ultra fast repair but good to heal in a decent time. Main tank is armor for gal scout, even if you run with basic armor (162) with only 1 point, it will take too much to gain back your HP and use a armor repper on a such low HP base mean waste a slot.
Imho this is a over-nerf to gal scout and will push many scouts into cal scout spec.
Why you repeat the same error again and again? Take it step by step CCP.
PSN: ogamega
I'm here to bla bla bla...
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Balamob
SVER True Blood Dirt Nap Squad.
33
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Posted - 2014.05.25 20:17:00 -
[280] - Quote
SAIRAX SIS wrote:Dear Rattati. Why donot nerf Cal Scout ScanPrecision? Cal Scouts Precision is still OP. lv5 Gal Scout ScanProfile nerf 23.63 to 26.78dB lv5 Cal Scout ScanPrecision 27dBpÇÇ( Without module) Hmm... ok but Ama and Min Scout ScanProfile 31.5dB... They are killed unilaterally Cal Scout. my opinion, Cal Scout ScanPrecision nerf 5 to 3%(=30.6dB) It can not find the cloaking scout. (modules without)but, weak the cloak, it will be possible to seek(and hide) if guys using the Scan and Stealth modules.ty
wrong, cal scout scan precition starts at 40db so its passive precition bonus (25%) reduces it to 30db. gal scouts with their passive dempening bonus (15%) goes from 35 to 29.75, thats not considering modules on both. Also remember that proto dampening modules give 25% db reduction and roto precition modules give 20%.
Being a Templar is a vow for life.
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Goat of Dover
Heaven's Lost Property
211
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Posted - 2014.05.25 21:32:00 -
[281] - Quote
+1 to the situation.
I am not one to comment on the buff and nerf cycle of the fix but, I will say that I like the way it is a give and take process you propose something and we respond. It is like making a deal in a sense and I feel that it will produce the best game we can get given the situation we are in.
To those who think that we have an agenda with our comments look we have disagreeing opinions so we make sure to find a middle ground. Also the ones that post here are the number crunching nerds that this community has so thanks for all you help.
Cant wait for most of these additions.
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Dunce Masterson
Savage Bullet
109
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Posted - 2014.05.26 04:11:00 -
[282] - Quote
Amarr drop suit additional module slots; under review
WTF there is no need to review this the Amarr basic and Assault suit need to have the same amount of module slots has the rest for game balance just add another low slot from militia to prototype also increase the PG and CPU to handle the new low slot.
Amarr Sentinel
Rail Rifle damage resistance to Armor instead of shields in the hotfix you will make a lot of players who play EVE online very happy that the Dust 514 races are still like the EVE online races.
15% damage resistance to projectile weapons to armor. 10% damage resistance to hybrid rail weapons to armor.
you can keep the gallente the same no one will care.
I don't even know why I bother.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
405
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Posted - 2014.05.26 05:27:00 -
[283] - Quote
Cat Merc wrote:Zatara Rought wrote:Cat Merc wrote:Rattati, I would like to know why the 3hp/s armor reps is such an issue that you have to nerf it, when the Caldari Scout regenerates 50hp/s on shields.
You could argue "It's a free built in repairer!", but: A. With the repairer buff, that is now comparable to an STD repairer rather than ADV B. Caldari Assault + Complex Energizer still doesn't touch the Caldari Scout regen.
If you have sound reasoning, great, but I believe that reasoning can be applied to the Caldari scout regen. I don't see why scouts should regenerate faster than assaults.
At this point I believe you're changing numbers for the sake of changing numbers. Comparing it to the cal assault is flawed. COmpare it to the another scout, perhaps specifically the min scout. comparing the gal nerf of 3reps/s and trying to justify a buff or nerf intrinsically through a comparison to the cal regen seems like apples and oranges. they aren't similar enough I feel like to be convincing. You're right. They aren't similar. The Cal Scout beats the crap out of the Gallente scout in regen. I'm saying, if the 3hp/s is a problem, so should the massive regen the Caldari scout has.
i agree, if we had 300 armor, with 3 rep p/s, thats 100 seconds.....takes a shield tanked caldari scout like 5 seconds
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
405
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Posted - 2014.05.26 05:29:00 -
[284] - Quote
KAGEHOSHI Horned Wolf wrote:Don't forget about the Packed AV grenades as well. If you want to remove the Gallente light/scout repair then fine, but don't give it to the Amarr light/scout; bad idea. The Amarr scout will just be plain better, more base HP, AND builtin reps. Don't do it. I like what you're doing with cloak field dampening. DO NOT CUT CLOAK FIELD DURATION please, it is not needed. All that is needed is the dampening changes and de-cloak fire delay. Also, is the Amarr slot thing referring to assault? please say yes EDIT: The CR and AR changes are miniscule, and I don't see how it will change anything. Other than, looks good on first glance.
agreed ar needs more of a buff :p
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
406
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Posted - 2014.05.26 07:54:00 -
[285] - Quote
Ok...
Lets start off by saying this.
-The codebreaker modules need to be changed to high slot modules. (gives you more of a reason to be a racial min) -The caldari prec change is fine, but the gallantes range extension should be equal to it. 3% per lvl. - The gallante self rep at 3 is fine, with cal reps at 50 p/s, if you nerf one, you should nerf the other. -The gallante base precision should be lowered (to compensate for keeping the range amp bonus, and to help cal scouts out) -The gal scout should need 2 complex dampeners/cloak to evade a cal scout, and like wise for a cal with 2 dampeners/cloak to evade a gall scout with 2 complex precision mods -The ar needs a 4-5% buff, cbr -2% -The amar assault needs it last slot applied. -The proto cloak should be active at least 60s. Theres no way to hack an objective, let alone even run across the fields to get there with the current times.
CCP please reevaluate your proposed changes, and think it through a bit more.
I believe my ideas may be of use :(
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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CCP Rattati
C C P C C P Alliance
1831
|
Posted - 2014.05.26 08:39:00 -
[286] - Quote
Taking a lot of various feedback into account, we are pulling the GA repair rate change, and improving the AR by 3%, instead of 2%
Consider the numbers in the spreadsheet in green cells to be locked and loaded for Hotfix Alpha.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
406
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Posted - 2014.05.26 09:49:00 -
[287] - Quote
CCP Rattati wrote:Dear players,
Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
[/list]
Again, thanks for the constructive and positive feedback, CCP Rattati
how about give commando's reload/av damage for their 2 weapons
and assaults the dmg/dispersion (and maybe give them the same slot layout of the logi, to make them more appealing to slayers, ofc thats with assaults keeping 1 equipment slot, ) or a 2nd grenade slot, with the upcoming nade/hive changes
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Firbolg Barun
Dust2Dust. Top Men.
25
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Posted - 2014.05.26 11:30:00 -
[288] - Quote
I still dont get why the scan range needs to be nerfed, it has been 5% per level for gal scouts both before 1.8 and after 1.8.
No-one complained about it before 1.8.
Instead of nerfing scouts in various ways, why don't you instead do what you told us you would do and buff medium suits? You cannot balance scouts until medium suits are somwhat decent.
All you had to do CCP Rattati, was to increase the decloak -> fire delay on cloaks.....
Scouts are fine. Dont cave in to the crybabies here. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
406
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Posted - 2014.05.26 13:16:00 -
[289] - Quote
Firbolg Barun wrote:I still dont get why the scan range needs to be nerfed, it has been 5% per level for gal scouts both before 1.8 and after 1.8. No-one complained about it before 1.8. Scouts are fine. Dont cave in to the crybabies here.
exactly
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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AndyAndio
0uter.Heaven
99
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Posted - 2014.05.26 15:01:00 -
[290] - Quote
CCP Rattati wrote:Taking a lot of various feedback into account, we are pulling the GA repair rate change, and improving the AR by 3%, instead of 2%
Consider the numbers in the spreadsheet in green cells to be locked and loaded for Hotfix Alpha.
How about the cloak duration? 45 seconds for a proto cloak? This is gonna encourage scouts to put a ton of armor, 2 sets of triage hives on their feet and be the new Cal/Gal Logi tank of old. You think you're forcing people to choose between stealth and HP tanking, but you're nerfing the stealth hard and the plates changes are minimal.
You said you dont want to change several things at the same time, just change the de-cloaking time and cloak dampening, but keep the duration, or at least dont nerf it 50%
And lastly, no one ever complained about the scout bonuses why the change now? if you're already nerfing everything on the cloaks... Why dont take the same angle you are taking with the rifles and start changing things by 2-3 % and not by 40-50% like you're doing with the scout bonuses and cloak duration ?
2013 DUST 514's MVP and Comeback Player of the Year.-
Retired assault gk0.-
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thecoolest guy
Ancient Exiles. General Tso's Alliance
31
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Posted - 2014.05.26 15:43:00 -
[291] - Quote
AndyAndio wrote:How about the cloak duration? Can you clarify this? The numbers are not marked in green so they are not yet locked for Alpha. Are you still planning on adjusting cloak duration during this hotfix?
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
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Posted - 2014.05.26 16:37:00 -
[292] - Quote
Can I just say that I approve of the reduction of/removal of the scan range bonus for Gal scouts.
It never seemed fair considering the powerful dampening bonus and didn't match with the flavour of the suit.
Caldari are the passive scan specialists, Galente are stealth specialists. I like it.
I don't feel as hard done by choosing Min scout. Looking forward to seeing how to changes pan out. |
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
706
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Posted - 2014.05.26 19:13:00 -
[293] - Quote
CCP Rattati wrote:Taking a lot of various feedback into account, we are pulling the GA repair rate change, and improving the AR by 3%, instead of 2%
Consider the numbers in the spreadsheet in green cells to be locked and loaded for Hotfix Alpha.
Thank you for realising that nerfing everything about the Gal scout at once goes totally against this new found understanding that small changes are generally better for actually finding balance.
However, I would still like to hear a proper explanation as to why you think the Gal scout only deserves 1 (almost proper) racial bonus compared to, say the Min or even that Cal scout.
25% dampening ->15% is going from a proto module to an advanced(ish). 25% scan precision is BETTER (by a fourth) than a proto module. (Technically, a 25% bonus to a weapon, even the NKs, is ridiculously high, considering the recent damage mod nerf... Just kidding! *expects a knife in the back*)
25% scan range -> 5% is a joke. If you truly believe that the Gal scout shouldn't have a scan radius bonus, because it "doesn't fit the role"... then remove it entirely and give the Gal scout an actual bonus to something you think fits the role.
My suggestion (as someone who doesn't even use a shotgun more than very very occasionally) is a bonus to either SG range or ROF. Give the QQers something to really QQ about.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Cat Merc
Ahrendee Mercenaries
9951
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Posted - 2014.05.26 20:50:00 -
[294] - Quote
Are green changes locked in?
Edit: Nevermind got my answer.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9951
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Posted - 2014.05.26 20:52:00 -
[295] - Quote
Varoth Drac wrote:Can I just say that I approve of the reduction of/removal of the scan range bonus for Gal scouts.
It never seemed fair considering the powerful dampening bonus and didn't match with the flavour of the suit.
Caldari are the passive scan specialists, Galente are stealth specialists. I like it.
I don't feel as hard done by choosing Min scout. Looking forward to seeing how to changes pan out. Except the stealth was nerfed.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9951
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Posted - 2014.05.26 20:53:00 -
[296] - Quote
How about changing that useless 5% scan range bonus to a dampener bonus?
3%-5% per level to dampeners.
Feline overlord of all humans - CAT MERC
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Xx-VxF-xX
Void of Faction
74
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Posted - 2014.05.26 21:16:00 -
[297] - Quote
Cat Merc wrote:How about changing that useless 5% scan range bonus to a dampener bonus?
3%-5% per level to dampeners. but...but...I want 2% hybrid-plasma weapon optimal or effective range per level.
Everyone wants to be the Queen even though one Pawn can be the difference in winning and losing.
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1396
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Posted - 2014.05.26 21:19:00 -
[298] - Quote
So let me get this straight, The gallente scout is getting all it's ewar nerfed, specially the range while the cal;dari gets to keeps it's 5% to range per level...
I have never used a brick tanks and now with these changes you have just nerfed the gallente intel ewar ability to complete uselessness. I am serious the gallente scout has had the range bonus since before the changes to scouts and no one ever complained which means that the problem is not the scan range.
The problem is and always has been brick tanked scouts and that second equipment slot which is unnecessary. Either you cloak or you don't and fit remotes or whatever.
CCP this is crazy... If you dont change the brick tanking ability all you dod was make the gall scout remain more as an assault.
DON"T take the scan range that it has always had now.
Plasma Cannon Advocate
Dust 514 Survivor
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Xx-VxF-xX
Void of Faction
74
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Posted - 2014.05.26 21:41:00 -
[299] - Quote
XxGhazbaranxX wrote:So let me get this straight, The gallente scout is getting all it's ewar nerfed, specially the range while the cal;dari gets to keeps a 3% to range per level...
I have never used a brick tanks and now with these changes you have just nerfed the gallente intel ewar ability to complete uselessness. I am serious the gallente scout has had the range bonus since before the changes to scouts and no one ever complained until brick tanked scouts became a thing, which means that the problem is not the scan range.
The problem is and always has been brick tanked scouts and that second equipment slot which is unnecessary. Either you cloak or you don't and fit remotes or whatever.
CCP this is crazy... If you dont change the brick tanking ability all you dod was make the gall scout remain more as an assault.
DON"T take the scan range that it has always had now. Before 1.8 the Gal scout had the role of eWAR scanner that is now the Cal scouts job. Cal is intel gathering - precision/range Gal is denial of intel - dampening/? - since nobody want them to have any kind of cloak bonus even though it fits.
Since Cal can share there vision maybe a gal can share its dampening within there scan range? kinda like a dampening field/precision scrambler, lol
Everyone wants to be the Queen even though one Pawn can be the difference in winning and losing.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
416
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Posted - 2014.05.26 21:59:00 -
[300] - Quote
Xx-VxF-xX wrote:XxGhazbaranxX wrote:So let me get this straight, The gallente scout is getting all it's ewar nerfed, specially the range while the cal;dari gets to keeps a 3% to range per level...
I have never used a brick tanks and now with these changes you have just nerfed the gallente intel ewar ability to complete uselessness. I am serious the gallente scout has had the range bonus since before the changes to scouts and no one ever complained until brick tanked scouts became a thing, which means that the problem is not the scan range.
The problem is and always has been brick tanked scouts and that second equipment slot which is unnecessary. Either you cloak or you don't and fit remotes or whatever.
CCP this is crazy... If you dont change the brick tanking ability all you dod was make the gall scout remain more as an assault.
DON"T take the scan range that it has always had now. Before 1.8 the Gal scout had the role of eWAR scanner that is now the Cal scouts job. Cal is intel gathering - precision/range Gal is denial of intel - dampening/? - since nobody want them to have any kind of cloak bonus even though it fits. Since Cal can share there vision maybe a gal can share its dampening within there scan range? kinda like a dampening field/precision scrambler, lol
a squad of 6 gall scouts=ninja warriors there
Support Balancing scouts
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Xx-VxF-xX
Void of Faction
74
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Posted - 2014.05.26 22:14:00 -
[301] - Quote
Spartan MK420 wrote:Xx-VxF-xX wrote:XxGhazbaranxX wrote:So let me get this straight, The gallente scout is getting all it's ewar nerfed, specially the range while the cal;dari gets to keeps a 3% to range per level...
I have never used a brick tanks and now with these changes you have just nerfed the gallente intel ewar ability to complete uselessness. I am serious the gallente scout has had the range bonus since before the changes to scouts and no one ever complained until brick tanked scouts became a thing, which means that the problem is not the scan range.
The problem is and always has been brick tanked scouts and that second equipment slot which is unnecessary. Either you cloak or you don't and fit remotes or whatever.
CCP this is crazy... If you dont change the brick tanking ability all you dod was make the gall scout remain more as an assault.
DON"T take the scan range that it has always had now. Before 1.8 the Gal scout had the role of eWAR scanner that is now the Cal scouts job. Cal is intel gathering - precision/range Gal is denial of intel - dampening/? - since nobody want them to have any kind of cloak bonus even though it fits. Since Cal can share there vision maybe a gal can share its dampening within there scan range? kinda like a dampening field/precision scrambler, lol a squad of 6 gall scouts=ninja warriors there yeah that was my sarcasm vs the shared squad vision.
Everyone wants to be the Queen even though one Pawn can be the difference in winning and losing.
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1396
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Posted - 2014.05.26 22:24:00 -
[302] - Quote
Xx-VxF-xX wrote: Before 1.8 the Gal scout had the role of eWAR scanner that is now the Cal scouts job. Cal is intel gathering - precision/range Gal is denial of intel - dampening/? - since nobody want them to have any kind of cloak bonus even though it fits.
Since Cal can share there vision maybe a gal can share its dampening within there scan range? kinda like a dampening field/precision scrambler, lol
TBH I am mostly mad about the changes because it really wont change anything in the meta game. The changes are too little and do not address the stats that are abused from the scouts.
It's like when they nerfed logi equipment. and removed the reps per second.... while the reps per second was a good way to start the balance it is not enough for people to stop using logi's as slayer logi's. Anyways both classes , logi and assault have been overshadowed by scout and commandos so...
The main issues with scouts is the second equipment slot and being able to brick tank.
Plasma Cannon Advocate
Dust 514 Survivor
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D legendary hero
WarRavens Final Resolution.
1896
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Posted - 2014.05.26 22:26:00 -
[303] - Quote
way to go. Now literally everything that is minmatar has been nerfed.
Im glad im becoming caldari now.
why does the combat rifle need a 2% nerf, when the galente AR is getting a 3% buff?
why not just buff the GAR, and leave the combat alone?
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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THUNDERGROOVE
The Last of DusT.
846
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Posted - 2014.05.26 22:32:00 -
[304] - Quote
D legendary hero wrote:way to go. Now literally everything that is minmatar has been nerfed.
Im glad im becoming caldari now.
why does the combat rifle need a 2% nerf, when the galente AR is getting a 3% buff?
why not just buff the GAR, and leave the combat alone? Wat. Leave it up to the Minmatar loyalists to not think the combat rifle is OP.
TDBS
Fight heavy spam with plasma cannons!
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Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
129
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Posted - 2014.05.26 22:37:00 -
[305] - Quote
Thanks Ratatti for saving me a ton of SP. I definitly see no point in improving my adv galente scout, the bonuses are a joke now. There no point to ewar with them anymore, their only use will be as brick tanked assaults with double the equipment slots.
You really should have buffed the amarr and minmatar scouts instead. Oh well another good suit bites the dust. Hard.
Not gonna bother with locus grenades either. If they cant even kill a militia suit with DIRECT HIT then why bother with basic or advanced. I do wonder why you nerfed all the lower tiers of grenades and yet left the Proto ones (you know, the ones people spam the most)
Reducing the timers on the cloaks means nothing if players can still shoot while invisible. Also with the damping removed did they really need to a timer nerf as well?
I like some of the numbers, with the armor plates, the improvement of the plasma cannon, and the proposed damage bonus of hmg fire to vehicles, but as usual its one step forward and two steps back.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
129
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Posted - 2014.05.26 22:49:00 -
[306] - Quote
Zatara Rought wrote:Cat Merc wrote: You're right. They aren't similar.
The Cal Scout beats the crap out of the Gallente scout in regen.
I'm saying, if the 3hp/s is a problem, so should the massive regen the Caldari scout has.
There's no data showing that the regen on the cal makes it that amazing in competitive play.
dude, 2 proto energizers out of its 5 high slots makes it rep shields at 110 hp per second. Thats more than most proto rep tools axcept the core focus. 3 would make it rep at 140 hp per second. If thats not an advantage i dont know what is.
Redline for Thee, but no Redline for Me.
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Obodiah Garro
Tech Guard RISE of LEGION
1169
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Posted - 2014.05.26 23:17:00 -
[307] - Quote
Changes seem legit tho speed penalty is still too low
Nemo me impune lacessit
CCP - Announcing games at the same time as killing the ones you love
CCP - No Credibility
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medomai grey
WarRavens Final Resolution.
787
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Posted - 2014.05.27 01:33:00 -
[308] - Quote
Fears over armor reps being too strong are not without reason. Armor reps for vehicles are too strong to the point that any vehicle with a armor rep build are immune to most AV weaponry and small turret fire. The fear that problem may arise in infantry with an armor repairer buff isn't insane.
Shields: low health, does not recharge if hit, high recharge rate, longer recharge delay Armor: high health, constant regeneration, low repair rate, slower movement
Shield recharge rates vary from 15-50 HP/sec with most suits having a recharge rate of 20HP/sec(someone fact check this please, was too lazy to look at all suit stats and find the mode). If armor repairers preform similar or better than shields, armor repairers will effectively steal one of the few positives shield tanking has; especially when combined with the fact that armor reps work constantly.
Why are armor repairers being buffed again?
Medium frame EHP is not medium
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bogeyman m
Krusual Covert Operators Minmatar Republic
218
|
Posted - 2014.05.27 03:26:00 -
[309] - Quote
CCP Rattati wrote:Taking a lot of various feedback into account, we are pulling the GA repair rate change, and improving the AR by 3%, instead of 2%
Consider the numbers in the spreadsheet in green cells to be locked and loaded for Hotfix Alpha.
So will you be reducing the Gallente shield regen rate since they are keeping their free armour repair mod? (Or will all other races, with fewer low slots, continue to be double penalized?)
Duct tape 2.0 - Have WD-40; will travel.
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Cat Merc
Ahrendee Mercenaries
9955
|
Posted - 2014.05.27 04:50:00 -
[310] - Quote
Obodiah Garro wrote:Changes seem legit tho speed penalty is still too low No, speed penalties are just fine.
A single plate should not drop you OVER 9000 m/s like the old plates.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9955
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Posted - 2014.05.27 04:51:00 -
[311] - Quote
medomai grey wrote:Fears over armor reps being too strong are not without reason. Armor reps for vehicles are too strong to the point that any vehicle with a armor rep build are immune to most AV weaponry and small turret fire. The fear that problem may arise in infantry with an armor repairer buff isn't insane. Shields: low health, does not recharge if hit, high recharge rate, longer recharge delay Armor: high health, constant regeneration, low repair rate, slower movement Shield recharge rates vary from 15-50 HP/sec with most suits having a recharge rate of 20HP/sec (someone fact check this please, was too lazy to look at all suit stats and find the mode). If armor repairers preform similar or better than shields, armor repairers will effectively steal one of the few positives shield tanking has; especially when combined with the fact that armor reps work constantly. Why are armor repairers being buffed again? Because active armor tanking is a thing, and Rattati wants to make it viable. There is no Caldari suit under 30hp/s (Maybe the logi, but I'm not sure).
If you have enough HP/s to challenge a Caldari Suit, you most likely don't have the HP. If you do, you're most likely slower. But you don't have the massive HP numbers.
As for tanks, the thing is that tank repairers can actually beat the damage per second of AV weaponry. No matter how many repairers you put on a suit, an STD Assault Rifle will still overpower the repair fairly easily.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9955
|
Posted - 2014.05.27 04:56:00 -
[312] - Quote
Dunce Masterson wrote:Amarr drop suit additional module slots; under review
WTF there is no need to review this the Amarr basic and Assault suit need to have the same amount of module slots has the rest for game balance just add another low slot from militia to prototype also increase the PG and CPU to handle the new low slot.
Amarr Sentinel
Rail Rifle damage resistance to Armor instead of shields in the hotfix you will make a lot of players who play EVE online very happy that the Dust 514 races are still like the EVE online races.
15% damage resistance to projectile weapons to armor. 10% damage resistance to hybrid rail weapons to armor.
you can keep the gallente the same no one will care. There is no need to increase the CPU/PG with the addition of the slot. Amarr already have the highest CPU/PG of all assault/basic suits.
They actually rival logistics suits, which are known for their absurd CPU/PG.
Feline overlord of all humans - CAT MERC
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SponkSponkSponk
The Southern Legion Final Resolution.
826
|
Posted - 2014.05.27 05:34:00 -
[313] - Quote
Rattati, I think the huge nerfs to standard and advanced locus grenades are counterproductive and break Dust's game design conventions to no good purpose.
Obligatory link to me showing my reasoning
Dust/Eve transfers
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THUNDERGROOVE
The Last of DusT.
851
|
Posted - 2014.05.27 05:45:00 -
[314] - Quote
Completely agree. Would have much preferred a nerf to basic, keep advanced the same while nerfing proto damage by ~100 and cutting the price and fitting costs.
Feel free to check out my website for some lulz :D | TDBS
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Cardio Therapy
Tech Guard RISE of LEGION
38
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Posted - 2014.05.27 05:56:00 -
[315] - Quote
Excellent, Just excellent. Go Go Go deploy the hot fix. I am eager to try it.
The one thibg I am not convinced about is the nanites needed for a granade. It will directly affect the restock of bullets. The nanohives will be very fast depleted and thi will affect the weapons significantly. |
medomai grey
WarRavens Final Resolution.
789
|
Posted - 2014.05.27 06:23:00 -
[316] - Quote
Cat Merc wrote:Because active armor tanking is a thing, and Rattati wants to make it viable. There is no Caldari suit under 30hp/s (Maybe the logi, but I'm not sure).
If you have enough HP/s to challenge a Caldari Suit, you most likely don't have the HP. If you do, you're most likely slower. But you don't have the massive HP numbers.
As for tanks, the thing is that tank repairers can actually beat the damage per second of AV weaponry. No matter how many repairers you put on a suit, an STD Assault Rifle will still overpower the repair fairly easily. Just did some digging and your right, going for a pure armor rep fit would sacrifice much HP while shield tankers don't.
There are current methods to out rep damaged received, but you're probably right in that armor repairers could not do it alone.
Medium frame EHP is not medium
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CCP Rattati
C C P C C P Alliance
1878
|
Posted - 2014.05.27 06:54:00 -
[317] - Quote
THUNDERGROOVE wrote:Completely agree. Would have much preferred a nerf to basic, keep advanced the same while nerfing proto damage by ~100 and cutting the price and fitting costs.
My reasoning was straightforward and based on relative hp per frame. I think it's lazy and cheap to spam two basic grenades and basically OHK anything, even heavies. The general population never, and has never migrated from the basic grenade because it's enough. And that goes against everything I think dust is about. I however, noticed a typo, proto was supposed to stay the same.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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J'Hiera
Tech Guard RISE of LEGION
65
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Posted - 2014.05.27 07:10:00 -
[318] - Quote
I like that you seem to be tweaking the Gal Scout, not rearranging it. I can live with that.
Yes, o'omnipresent authority figure?
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SponkSponkSponk
The Southern Legion Final Resolution.
827
|
Posted - 2014.05.27 07:29:00 -
[319] - Quote
CCP Rattati wrote: My reasoning was straightforward and based on relative hp per frame. I think it's lazy and cheap to spam two basic grenades and basically OHK anything, even heavies. The general population never, and has never migrated from the basic grenade because it's enough. And that goes against everything I think dust is about. I however, noticed a typo, proto was supposed to stay the same.
So, basic grenades are OP because you spend 900 ISK and throw two grenades with a five second delay and kill someone, but a standard assault rifle is not OP for the same capability? And remotes are also okay for the same capability?
But if those same grenades cost 20k or so for core locus, it would be okay, in contrast to prototype assault rifles that get only a tiny bit better for the 47k they cost.
I suspect there will be a lot of blueprint suits with core locus grenades and nano hives in my future.
Dust/Eve transfers
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Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
130
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Posted - 2014.05.27 08:31:00 -
[320] - Quote
CCP Rattati wrote: I think it's lazy and cheap to spam two basic grenades and basically OHK anything, even heavies. The general population never, and has never migrated from the basic grenade because it's enough. And that goes against everything I think dust is about. I however, noticed a typo, proto was supposed to stay the same.
Sorry to call you out on this but you are outright lying. Its mathmeatically impossible for 2 standard grenades or advanced to kill to OHK (Two hit Kill?) a basic heavy, especialy now that heavies have a built in resistence to resistance to explovies in the first place Only 2 proto grenades can do this, and the reason people with proto nades spam them is because they OHK the majority medium and light suits. Yet you don't consider it lazy to OHK the rest at all.
People havent migrated from advanced because it is not worth spending antoher 720,000 sp just to equip two core focus grenades. its much more usefull and less SP intensive to invest in PROTO light weapons, sidearms and heavy weapons than to risk it all on two grenades.
Whats going against what 'dust is all about' is nerfing good weapons that gives std/ adv suit players a fighting chance against proto.
Redline for Thee, but no Redline for Me.
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The-Errorist
SVER True Blood
724
|
Posted - 2014.05.27 09:28:00 -
[321] - Quote
Arkena Wyrnspire wrote:...
I do not believe contact grenades need a nerf. They're already barely used, further reductions in damage are unnecessary.
... Contact grenades are barely used because they are only available for AUR and not ISK.
In the spreadsheet, they currently deal the same amount of damage as regular grenades of the same teir, which, in my opinion, is not right. The easiest grenade type to spam shouldn't do as much damage as one that takes more skill to use.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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The Eristic
Dust 90210
460
|
Posted - 2014.05.27 10:05:00 -
[322] - Quote
I don't think I've seen a *single* contact grenade in the kill feed since the nerf.
Reality is the original Rorschach.
Verily! So much for all that.
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Racro 01 Arifistan
501st Knights of Leanbox
349
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Posted - 2014.05.27 11:02:00 -
[323] - Quote
yay. assault rifle might actually be king of cqc rifle combat.
Elite Gallenten Soldier
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1401
|
Posted - 2014.05.27 12:33:00 -
[324] - Quote
The-Errorist wrote:Arkena Wyrnspire wrote:...
I do not believe contact grenades need a nerf. They're already barely used, further reductions in damage are unnecessary.
... Contact grenades are barely used because they are only available for AUR and not ISK. In the spreadsheet, they currently deal the same amount of damage as regular grenades of the same teir, which, in my opinion, is not right. The easiest grenade type to spam shouldn't do as much damage as one that takes more skill to use.
Thukker contact are proto and not aurum grenades... Just clarifying.
I also thgink the thukker contact grenades didnt need a nerf in damage. Their fitting costs, only being able to have 1 and the fact that you need max grenade skill is enough to have kept it where it was.
Plasma Cannon Advocate
Dust 514 Survivor
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Thor Odinson42
Molon Labe. General Tso's Alliance
3977
|
Posted - 2014.05.27 13:27:00 -
[325] - Quote
I wish REs would suffer a similar fate as locus grenades. I don't think there is a deadlier, cheap SP investment in the game.
Level 3 Forum Warrior
PSN: wbrom42
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
416
|
Posted - 2014.05.27 14:25:00 -
[326] - Quote
Thor Odinson42 wrote:I wish REs would suffer a similar fate as locus grenades. I don't think there is a deadlier, cheap SP investment in the game.
agreed. op XD
Support Balancing scouts
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
416
|
Posted - 2014.05.27 14:52:00 -
[327] - Quote
medomai grey wrote:Fears over armor reps being too strong are not without reason. Armor reps for vehicles are too strong to the point that any vehicle with a armor rep build are immune to most AV weaponry and small turret fire. The fear that problem may arise in infantry with an armor repairer buff isn't insane. Shields: low health, does not recharge if hit, high recharge rate, longer recharge delay Armor: high health, constant regeneration, low repair rate, slower movement Shield recharge rates vary from 15-50 HP/sec with most suits having a recharge rate of 20HP/sec (someone fact check this please, was too lazy to look at all suit stats and find the mode). If armor repairers preform similar or better than shields, armor repairers will effectively steal one of the few positives shield tanking has; especially when combined with the fact that armor reps work constantly. Why are armor repairers being buffed again?
because it takes like 3 to tie a shield guys regen (on a gall assault, that leaves 1 slot for amor, The shield recharge doesn't require a slot. So they can still shield tank/energize and have natural reps :p
Support Balancing scouts
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CCP Rattati
C C P C C P Alliance
1888
|
Posted - 2014.05.27 15:10:00 -
[328] - Quote
I don't, and if you draw up dmg/cap (pg+cpu) invested, the new curve is much more reasonable, in my honest opinion and in line with most damage curves in Dust 514. Given my other reasoning that I linked to, I firmly have two feet to stand on, on the issue.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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nicholas73
Glitched Connection
143
|
Posted - 2014.05.27 15:13:00 -
[329] - Quote
CCP Rattati wrote:I don't, and if you draw up dmg/cap (pg+cpu) invested, the new curve is much more reasonable, in my honest opinion and in line with most damage curves in Dust 514. Given my other reasoning that I linked to, I firmly have two feet to stand on, on the issue. I was surprised too but I'm backing CCP Rattati on this one. We can't know unless we try it out.
Theme Song
The forums is my playground.
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Minor Treat
The Enclave Syndicate Dark Taboo
295
|
Posted - 2014.05.27 15:41:00 -
[330] - Quote
Its good to see lot of changes coming around, I would like to see most of this implemented soon. I do feel that shields tanking and assault classes could use little bit of love given how good Armour tanking is.
My suggestions-
Assault Classes bonus are fine, but give them all base stat increases so scouts have to use flanking tactics like they do with heavier classes. If increasing base stats is asking too much maybe an increase in a module slot? food for thought.
Shield tanking probably could use an increase from 22/33/66 to 22/44/77 so the enhanced shields extenders have more purpose in the game. This would probably increase the player bases that want to shield tank, which would increase the scrambler rifle and laser rifle player base as well.
I for the most part am pretty happy to see most of the changes coming around, but I still think Assault classes feel out of place given how the Commando and the scout classes have made them seem obsolete. |
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Cyrus Grevare
WarRavens Final Resolution.
203
|
Posted - 2014.05.27 20:31:00 -
[331] - Quote
Hotfix Alpha numbers might still be in the works, but I uploaded all green cell proposed changes to protofits.com for anyone interested since they are marked as final.
I'll keep an eye out for further developments.
Regards
www.protofits.com - a Dust 514 fitting tool
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Master Smurf
Nos Nothi
482
|
Posted - 2014.05.27 21:53:00 -
[332] - Quote
Thor Odinson42 wrote:I wish REs would suffer a similar fate as locus grenades. I don't think there is a deadlier, cheap SP investment in the game.
Grenades are supposed to be cheap.
You guys really cry about everything.
I thought this was all about HTFU and big bad new eden. Now we have pillow-nades for all but who can afford to run Proto Nades.
Hypocrisy abounds
"Shine bright like a diamond"
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Cyrus Militani
Leon Conglomerate
94
|
Posted - 2014.05.27 22:53:00 -
[333] - Quote
I agree with most of the numbers.
The only thing I can't understand is the justification in halving the basic/advanced locus grenade damage. Especially when proto is untouched.
If a locus grenade can't kill a player in a militia suit standing right on top of it, why would I even bother carrying them anymore? Especially the militia variant. I'm not going to carry 1 militia locus grenade that might do 250 damage. The only reason why I did before was "just incase I need it" when trying to keep the cost down. |
Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
131
|
Posted - 2014.05.28 00:01:00 -
[334] - Quote
CCP Rattati wrote:I don't, and if you draw up dmg/cap (pg+cpu) invested, the new curve is much more reasonable, in my honest opinion and in line with most damage curves in Dust 514. Given my other reasoning that I linked to, I firmly have two feet to stand on, on the issue.
And as I pointed out to you, you dont have any legs to stand on. Your reasoning is that they one hit kill any thing including heavy heavy suits and you feel that they are OP for thier pg and cpu.
[quote=CCP Rattati My reasoning was straightforward and based on relative hp per frame. I think it's lazy and cheap to spam two basic grenades and basically OHK anything, even heavies. The general population never, and has never migrated from the basic grenade because it's enough. And that goes against everything I think dust is about. I however, noticed a typo, proto was supposed to stay the same.[/quote]
Here are the stats of the heavy suits, and mind you thats a 25% resistance to explosives at the proto level. Vs heavies post 1.8 standard and advanced grenades do 300 and 375 damage respectively. Now they will do 187.5 and 262 damage respectively. why even use a locus anymore when a flux will at least take down the shields of a heavy. A direct hit wont http://web.ccpgamescdn.com/dust/news.control/65875/1/heavysuits18.png
Without a single module caldari heavy has 915 ehp, amarr 960 ehp, minmatar 825 and your own gallente suit at 915. It is impossible to OHK or two hit kill a basic heavy frame without any armor or shield extenders fitted.
Medium frames have much less hp and are of course more vulerabe to grenades. (which they should be cause they are friggin grenades) well the used to be any wys, the weakest medium suit the minmatar (also the fastest snd thrrefore the hardest catch with a grenade), without any modules what so ever has 285 hp. Can literally stand on a standard grenade after the hotfix without modules and not get killed. with one enhanced plate the suit can walk over post a hotfix M1 locus.
The standard and advance locus nades arent the ones that are ohking anybody unless you are already wounded or standing directly on top og them. The proto ones that OHK when spammed however are untouched.
The only reason left or you to nerf the crap out of locus grenades is to crete a new SP sink. Which sucks, i liked my trusty grenades as backup. Sheild tankers are about to get f'd up by the amount of flux grenades people will migrate to.
Redline for Thee, but no Redline for Me.
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The-Errorist
SVER True Blood
724
|
Posted - 2014.05.28 01:18:00 -
[335] - Quote
XxGhazbaranxX wrote:The-Errorist wrote:Arkena Wyrnspire wrote:...
I do not believe contact grenades need a nerf. They're already barely used, further reductions in damage are unnecessary.
... Contact grenades are barely used because they are only available for AUR and not ISK. In the spreadsheet, they currently deal the same amount of damage as regular grenades of the same teir, which, in my opinion, is not right. The easiest grenade type to spam shouldn't do as much damage as one that takes more skill to use. Thukker contact are proto and not aurum grenades... Just clarifying. I also think the thukker contact grenades didnt need a nerf in damage. Their fitting costs, only being able to have 1, the fact that you need max grenade skill and the pricepoint is enough to have kept it where it was. The fused on the other hand where a big problem when they had more damage than the proto variant and then they "homogenized" contanct grenades through the tiers giving them all the same damage and fitting costs even though the fused needed no skill prerequisites. I think the Thukker should have stayed at 400 or maybe even gotten the damage raised to 500 while the fused which is aurum should have been lowered to proposed levels BTW the contact grenades section in the market is empty, I suggest adding the standard and advanced isk variants to the market and adding them there. Also a Contact flux would be nice; just saying Ah, there is an ISK version, but it's in the wrong section and not in the contact grenade category of the market. As for fitting cost, it has the same PG/CPU requirement as the regular core locus grenade. Also the justification you made about it needing more SP to use, I don't think it anything should be balanced based on how SP intensive it is, kinda like how balancing things around ISK is bad. Also the Thukker and Fused locus grenades do not deal more damage then base prototype grenades.
Anyway I want contact grenades to give just as grenades as regular grenades, continue to have the same PG/CPU req as the base grenade of their teir, but have around 25% less damage.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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PopiChulo
Brutor Vanguard Minmatar Republic
0
|
Posted - 2014.05.28 02:24:00 -
[336] - Quote
im not sure if this the right thread for this but im awfully sick of tankers and drop-ships camping and spamming uplinks and cru's and spawn points. (makes me want to quit dust!!!) I understand that counter measures were put in for vehicles but when you cant even come in because a blaster tank is camping it makes the game not fun anymore. a tanker getting 1 or 2 orbitals by themselves takes away from the team effort the game advertises itself to be. Like clocked scouts with militia shotguns taking out a heavy with 700hp armor and getting a 30-40/? k/dr (that's another story in itself), tanks n drop-ships getting the same kind of k/dr and hiding behind 4000-7000 armor is sad. There are the true tankers and Ds that only go after other tanks and Ds and i salute -..-7 you guys for being righteous but to name 1 a-hole and corp specifically... Duna 2002 and those in Duna Corp with vehicles ... no squad of 2 should be getting 70-80 if not more, of the clone kills alone. these are the kind of players that ruin it for the ones who try to run the ground game blaster kind of guns should be nurffed towards infantry as well as their kills should be counted as a vehicle assist rather then a kill after all the vehicle is doing the kill not the person. If my heavy suit had 4000hp then i would be glad to stand toe to toe and pop swarms off at them.... Vehicles should have their own maps to fight each other they're not needed for battle fields as swarms and plasma cannons can handle installations effectively... take away the easy kdr and war pionts and maybe they will get out of their vehicles and fight like a man....Js |
bogeyman m
Krusual Covert Operators Minmatar Republic
221
|
Posted - 2014.05.28 02:31:00 -
[337] - Quote
Thor Odinson42 wrote:I wish REs would suffer a similar fate as locus grenades. I don't think there is a deadlier, cheap SP investment in the game.
I don't mind the damage that REs do, but the distance they can be thrown needs to be cut in half.
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
221
|
Posted - 2014.05.28 02:35:00 -
[338] - Quote
bogeyman m wrote:CCP Rattati wrote:Taking a lot of various feedback into account, we are pulling the GA repair rate change, and improving the AR by 3%, instead of 2%
Consider the numbers in the spreadsheet in green cells to be locked and loaded for Hotfix Alpha.
So will you be reducing the Gallente shield regen rate since they are keeping their free armour repair mod? (Or will all other races, with fewer low slots, continue to be double penalized?)
Crickets...
#lolgallente
Duct tape 2.0 - Have WD-40; will travel.
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Xx-VxF-xX
Void of Faction
80
|
Posted - 2014.05.28 02:55:00 -
[339] - Quote
CCP Rattati wrote:I don't, and if you draw up dmg/cap (pg+cpu) invested, the new curve is much more reasonable, in my honest opinion and in line with most damage curves in Dust 514. Given my other reasoning that I linked to, I firmly have two feet to stand on, on the issue. Can I have a dummy grenade that cost 0/0 cpu/pg. All I use grenades for is to scare a target out of cover. They don't know what type of grenade i'm throwing and that is all I use my std locus for anyway. Might even save my life as I think I have killed myself more with them than anything else. |
Valko Maddog
The Awesome Gang
5
|
Posted - 2014.05.28 10:56:00 -
[340] - Quote
Something is very wrong in the final proposed numbers. There will be no change for the scouts and assaults. Scouts will be still the same. Don't you notice that all the discussions about scouts were only scouts vs scouts. Nobody gave any idea how to balance scouts vs other classes and most important vs assaults. The main issue of 1.8 is 80% scouts and no assaults. this will remain the same after this fix. i don't see any point in this fix why scouts should be partially replaced by assaults. they are a lot faster , almost the same HP and invisible.!!!
Gallente logi with scanner is still the worst logi choice. Scanners will be useless as before. Cal scout is a lot better than proto scanner and also cheaper.
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Master Smurf
Nos Nothi
485
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Posted - 2014.05.28 12:39:00 -
[341] - Quote
Valko Maddog wrote:Something is very wrong in the final proposed numbers. There will be no change for the scouts and assaults. Scouts will be still the same. Don't you notice that all the discussions about scouts were only scouts vs scouts. Nobody gave any idea how to balance scouts vs other classes and most important vs assaults. The main issue of 1.8 is 80% scouts and no assaults. this will remain the same after this fix. i don't see any point in this fix why scouts should be partially replaced by assaults. they are a lot faster , almost the same HP and invisible.!!!
Gallente logi with scanner is still the worst logi choice. Scanners will be useless as before. Cal scout is a lot better than proto scanner and also cheaper.
Assaults and an overall CPU/PG pass and Amarr slot layouts are supposed to follow.
CCP - please finalize proposals this week and drop in Alpha next week so we can start discussing whats next. Its a hotfix not a monthly update. Lets go!!!
"Shine bright like a diamond"
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Cyrus Militani
Leon Conglomerate
96
|
Posted - 2014.05.28 20:46:00 -
[342] - Quote
Hey Rattati, the numbers look great. Thank you for increasing the locus numbers. Even though you are still nerfing them, 300 is more reasonable than 250. Thank you for that. Can't wait for this update to be pushed. |
Cyrus Grevare
WarRavens Final Resolution.
218
|
Posted - 2014.05.28 21:08:00 -
[343] - Quote
Seeing changes even in green cell 'ready to go' numbers, I think I will refrain from doing updates to protofits while we get REAL final numbers [-_-]
www.protofits.com - a Dust 514 fitting tool
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Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
132
|
Posted - 2014.05.28 23:11:00 -
[344] - Quote
Thanks you very much Ratatti for taking feedback from the players into consideration and boosting the locus grenade numbers, definitley not what i'm used to. Cheers.
Redline for Thee, but no Redline for Me.
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Cyrus Militani
99
|
Posted - 2014.05.29 17:23:00 -
[345] - Quote
Something about having a flat 0% dampening on the standard cloak feels wrong. Having a static dampening on the cloak in general also feels wrong. Can you adjust the dampening depending on whether the scout is moving, just like how the cloak is invisible while not moving but visible while moving?
I was thinking about something along the lines of:
-- Standard -- Stationary: 3% profile dampening Moving: 1% profile dampening
-- Advanced -- Stationary: 7% profile dampening Moving: 5% profile dampening
-- Prototype -- Stationary: 15% profile dampening Moving: 10% profile dampening
I like the idea of being able to scan a cloaker when they're on the move, but give them a chance to beat the scan by sitting still. The numbers probably shouldn't be drastically different, but have some sort of fluctuation. |
Thor Odinson42
Molon Labe. General Tso's Alliance
3985
|
Posted - 2014.05.29 17:34:00 -
[346] - Quote
Master Smurf wrote:Thor Odinson42 wrote:I wish REs would suffer a similar fate as locus grenades. I don't think there is a deadlier, cheap SP investment in the game. Grenades are supposed to be cheap. You guys really cry about everything. I thought this was all about HTFU and big bad new eden. Now we have pillow-nades for all but who can afford to run Proto Nades. Hypocrisy abounds
I read that as "I'm a dumbass and I don't have proto nades"
Level 3 Forum Warrior
PSN: wbrom42
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
13
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Posted - 2014.05.29 19:09:00 -
[347] - Quote
Great work and great changes !
Is it possible to look at controls for the hotfix after this one?
A big part of the problem with weapons like the combat rifle is due to aim assist. A weapon that has "kick" is really hard to control with mouse and keyboard but really quite easy with controller. The performance levels possible with certain weapons combined with aim assist and without aim assist is being overlooked.
I realize, as a m/kb user, that I am the minority and probably not high on your priority list, but this problem is very real. |
zzZaXxx
The Phoenix Federation
413
|
Posted - 2014.05.29 19:19:00 -
[348] - Quote
Seems like a slight reduction in cloak field fitting cost is called for since standard will be of little use now and there's a reason to go for proto, but use is limited by one's level in scout skill. Proto cloak shouldn't be limited to only proto scouts. It should take some sacrifice but not as much as it does now considering cloak's effectiveness is being cut in half. |
Cat Merc
Ahrendee Mercenaries
10032
|
Posted - 2014.05.29 19:31:00 -
[349] - Quote
Rattati, I would like to point out that HMG damage against LAV's isn't the problem. Before 1.7, you could kill an LAV with an HMG without much hassle given a few seconds.
However, with the shield regeneration damage threshold thingy, shields would regenerate straight through the damage, as it does too little damage per bullet to stop regeneration, which increased the time it takes to kill an LAV dramatically. A 25% damage increase against vehicles won't change that.
So I suggest to actually look at the damage threshold thing more than anything else.
Feline overlord of all humans - CAT MERC
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CCP Rattati
C C P C C P Alliance
1956
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Posted - 2014.05.29 23:38:00 -
[350] - Quote
Cyrus Grevare wrote:Seeing changes even in green cell 'ready to go' numbers, I think I will refrain from doing updates to protofits while we get REAL final numbers [-_-]
Nothing is real until deployed
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1956
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Posted - 2014.05.29 23:39:00 -
[351] - Quote
Cat Merc wrote:Rattati, I would like to point out that HMG damage against LAV's isn't the problem. Before 1.7, you could kill an LAV with an HMG without much hassle given a few seconds.
However, with the shield regeneration damage threshold thingy, shields would regenerate straight through the damage, as it does too little damage per bullet to stop regeneration, which increased the time it takes to kill an LAV dramatically. A 25% damage increase against vehicles won't change that.
So I suggest to actually look at the damage threshold thing more than anything else.
Good point
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1787
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Posted - 2014.05.30 00:02:00 -
[352] - Quote
Do you have a timeframe to when we could expect this to hit? Like 1 month? 3-5 months?
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Garth Mandra
The Southern Legion Final Resolution.
402
|
Posted - 2014.05.30 00:31:00 -
[353] - Quote
CCP Rattati wrote:Cat Merc wrote:Rattati, I would like to point out that HMG damage against LAV's isn't the problem. Before 1.7, you could kill an LAV with an HMG without much hassle given a few seconds.
However, with the shield regeneration damage threshold thingy, shields would regenerate straight through the damage, as it does too little damage per bullet to stop regeneration, which increased the time it takes to kill an LAV dramatically. A 25% damage increase against vehicles won't change that.
So I suggest to actually look at the damage threshold thing more than anything else. Good point
Damage threshold would work better as an amount of damage per second (or some time period) rather than per hit.
Shield regen happens per second right? Maybe you could just check that damage taken since the last regen tick and if it is past a certain threshold then no regen for you. |
SponkSponkSponk
The Southern Legion Final Resolution.
846
|
Posted - 2014.05.30 01:16:00 -
[354] - Quote
Garth Mandra wrote:Damage threshold would work better as an amount of damage per second (or some time period) rather than per hit.
Shield regen happens per second right? Maybe you could just check that damage taken since the last regen tick and if it is past a certain threshold then no regen for you. But the shield thing is designed to stop small arms fire from halting shield regen, so it could get tricky.
Dust/Eve transfers
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CCP Rattati
C C P C C P Alliance
1959
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Posted - 2014.05.30 02:09:00 -
[355] - Quote
SponkSponkSponk wrote:Garth Mandra wrote:Damage threshold would work better as an amount of damage per second (or some time period) rather than per hit.
Shield regen happens per second right? Maybe you could just check that damage taken since the last regen tick and if it is past a certain threshold then no regen for you. But the shield thing is designed to stop small arms fire from halting shield regen, so it could get tricky.
I don't necessarily want an HMG to destroy a healthy shielded LAV, but if it's been hit by something, and it's doing a suicidal run for you at half armor, I would like to be able to have a chance at finishing it off with a full HMG clip.
That's what I am going for here.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cat Merc
Ahrendee Mercenaries
10035
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Posted - 2014.05.30 03:40:00 -
[356] - Quote
Personally I believe a proto HMG should kill a militia LAV given 3/4th of a clip.
Feline overlord of all humans - CAT MERC
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CCP Rattati
C C P C C P Alliance
1962
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Posted - 2014.05.30 04:01:00 -
[357] - Quote
Cat Merc wrote:Personally I believe a proto HMG should kill a militia LAV given 3/4th of a clip.
it should definitely hurt
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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One Eyed King
Land of the BIind
1707
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Posted - 2014.05.30 04:13:00 -
[358] - Quote
Thor Odinson42 wrote:Master Smurf wrote:Thor Odinson42 wrote:I wish REs would suffer a similar fate as locus grenades. I don't think there is a deadlier, cheap SP investment in the game. Grenades are supposed to be cheap. You guys really cry about everything. I thought this was all about HTFU and big bad new eden. Now we have pillow-nades for all but who can afford to run Proto Nades. Hypocrisy abounds I read that as "I'm a dumbass and I don't have proto nades" All I read is everything that kills me bothers me, and I am going to whine until nothing can kill me...
"I've made a huge mistake."
-G.O.B. Bluth
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XxGhazbaranxX
Eternal Beings Proficiency V.
1411
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Posted - 2014.05.30 05:04:00 -
[359] - Quote
hey rattati, you've done some great job wiht our feedback, do you think we can get a guestimate as to when they are coming out? I am very excited to see some things come into play
Plasma Cannon Advocate
Dust 514 Survivor
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Jason Ivens
Ballarat Rebels
0
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Posted - 2014.05.30 05:27:00 -
[360] - Quote
Love the changes to amour rep modules I would be adding the passive armour rep to all Amarr suits like the Gellente already have, to make it even. |
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voidfaction
Void of Faction
243
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Posted - 2014.05.30 05:44:00 -
[361] - Quote
XxGhazbaranxX wrote:hey rattati, you've done some great job wiht our feedback, do you think we can get a guestimate as to when they are coming out? I am very excited to see some things come into play news letter says june 4th
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5882
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Posted - 2014.05.30 05:45:00 -
[362] - Quote
CCP Rattati wrote:Cat Merc wrote:Personally I believe a proto HMG should kill a militia LAV given 3/4th of a clip. it should definitely hurt
The CPM Candidates have so many ideas for Hotfix Beta. When are you planning to open up feedback threads?
Useful Links
Aeon Amadi for CPM1
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bogeyman m
Krusual Covert Operators Minmatar Republic
223
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Posted - 2014.05.30 06:06:00 -
[363] - Quote
CCP Rattati wrote:SponkSponkSponk wrote:Garth Mandra wrote:Damage threshold would work better as an amount of damage per second (or some time period) rather than per hit.
Shield regen happens per second right? Maybe you could just check that damage taken since the last regen tick and if it is past a certain threshold then no regen for you. But the shield thing is designed to stop small arms fire from halting shield regen, so it could get tricky. I don't necessarily want an HMG to destroy a healthy shielded LAV, but if it's been hit by something, and it's doing a suicidal run for you at half armor, I would like to be able to have a chance at finishing it off with a full HMG clip. That's what I am going for here.
At half armour, a LAV (or any vehicle) should also start displaying some handicaps - reduced speed or manoeuvrability, for example. Furthermore, at 1/4 armour a HAV should also start having issues with turret rotation and the like... Maybe in Hotfix Beta?
Duct tape 2.0 - Have WD-40; will travel.
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Booby Tuesdays
Ahrendee Mercenaries
526
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Posted - 2014.05.30 06:08:00 -
[364] - Quote
You finally add the Militia Plate / BPO values, and they're as CPU / PG intensive as Enhanced Plates?!?! No Militia item in the game costs as much as it's advanced tier! Put down the pipe and please re-evaluate this...
What possible reason is there for a 200% increase to the PG requirements? |
Firbolg Barun
Dust2Dust. Top Men.
44
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Posted - 2014.05.30 08:20:00 -
[365] - Quote
Booby Tuesdays wrote:You finally add the Militia Plate / BPO values, and they're as CPU / PG intensive as Enhanced Plates?!?! No Militia item in the game costs as much as it's advanced tier! Put down the pipe and please re-evaluate this... What possible reason is there for a 200% increase to the PG requirements?
Because basic plates were OP for a very long time. |
Minor Treat
The Enclave Syndicate Dark Taboo
295
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Posted - 2014.05.30 08:52:00 -
[366] - Quote
CCP Rattati wrote:Cat Merc wrote:Personally I believe a proto HMG should kill a militia LAV given 3/4th of a clip. it should definitely hurt I think this will take care of the HMG players who hop out of lav's than hop back in when threatened |
Booby Tuesdays
Ahrendee Mercenaries
526
|
Posted - 2014.05.30 14:14:00 -
[367] - Quote
Firbolg Barun wrote:Booby Tuesdays wrote:You finally add the Militia Plate / BPO values, and they're as CPU / PG intensive as Enhanced Plates?!?! No Militia item in the game costs as much as it's advanced tier! Put down the pipe and please re-evaluate this... What possible reason is there for a 200% increase to the PG requirements? Because basic plates were OP for a very long time. While that may be true, Basic Plates received both a buff and a nerf. They require 2 more PG, and 1 less CPU. Enhanced Plates are unchanged. Militia Plates get an increase of 3 CPU and 4PG, while almost all plates received some sort of nerf and buff, the Militia Plates got taken out back behind the woodshed. If you can fit a militia plate, why on earth wouldn't you use the enhanced version now? So much for fitting that BPO anymore... |
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CCP Rattati
C C P C C P Alliance
1966
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Posted - 2014.05.30 14:42:00 -
[368] - Quote
I believe the main rule of militia gear is that its stats are the same as standard and the fitting is 50% worse than standard. That is the price of the zero skill level requirement of militia gear, encouraging you to try out gear and then skill into it. If you have been playing with a militia plate for all this time, obviously it was fundamentally broken.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Booby Tuesdays
Ahrendee Mercenaries
526
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Posted - 2014.05.30 15:41:00 -
[369] - Quote
CCP Rattati wrote:I believe the main rule of militia gear is that its stats are the same as standard and the fitting is 50% worse than standard. That is the price of the zero skill level requirement of militia gear, encouraging you to try out gear and then skill into it. If you have been playing with a militia plate for all this time, obviously it was fundamentally broken. I agree. Basic plates have cost way too little and provided way too much in return for a long time. However, you're not even in the ballpark of 50% higher. It's a flat 200% hike across the board.
Heaven forbid that I have maxed my core skills, so that I CAN fit cheaper and more CPU / PG intensive items AND still be efficient in combat. I use a militia repair tool on some of my fits as well. With my Min Logi bonus, it works just as good as an advanced repper. Is that fundamentally broken too? |
Booby Tuesdays
Ahrendee Mercenaries
526
|
Posted - 2014.05.30 16:26:00 -
[370] - Quote
While we're waxing philosophical on the topic of Militia Plates, I want to stress that it's not like I'm stacking them. I use one, on SOME of my fits (not all), because I can fit it, and the rest of my slots are a mix of biotics, codebreakers, and ferro & reactive (before they become cool with Alpha).
If Militia items are supposed to be 50% higher in fitting cost, shouldn't the CPU stay the same (15) and the PG just get bumped from 2 (current) to 6 (double the Alpha Basic Plate)? Wouldn't that be more in line with how the tiers flow, since you didn't touch Enhanced plates at all? |
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lithkul devant
Legions of Infinite Dominion Zero-Day
235
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Posted - 2014.05.30 16:28:00 -
[371] - Quote
CCP Rattati wrote:I believe the main rule of militia gear is that its stats are the same as standard and the fitting is 50% worse than standard. That is the price of the zero skill level requirement of militia gear, encouraging you to try out gear and then skill into it. If you have been playing with a militia plate for all this time, obviously it was fundamentally broken.
Excuse me, but I am forced to use militia plates and such to make money, it is not a choice of if I want to use it or not. Due to how little isk is received for each match. I can not currently go out and make money in pubs using fully advanced suits like I am easily able to spec into. If you raised the amount of isk made per match, maybe by giving an extra bounty bonus per type of suit killed, then I would be able to afford the gear, but as of current I can not. I would literally start quiting matches against higher end corps rather then trying to fight it through.
It is not the milita gear that is broken, it is the amount of payment given per match that is horribly broken. Such as why am I going to risk an advanced suit that costs 50k if their is massive tank spam and I can and will probably die to it. |
Nothing Certain
Bioshock Rejects
780
|
Posted - 2014.05.30 17:41:00 -
[372] - Quote
Booby Tuesdays wrote:While we're waxing philosophical on the topic of Militia Plates, I want to stress that it's not like I'm stacking them. I use one, on SOME of my fits (not all), because I can fit it, and the rest of my slots are a mix of biotics, codebreakers, and ferro & reactive (before they become cool with Alpha).
If Militia items are supposed to be 50% higher in fitting cost, shouldn't the CPU stay the same (15) and the PG just get bumped from 2 (current) to 6 (double the Alpha Basic Plate)? Wouldn't that be more in line with how the tiers flow, since you didn't touch Enhanced plates at all?
Why are we discussing militia plates, skilling into basic costs 12k SP and should be the first thing a new player buys.
Because, that's why.
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Nothing Certain
Bioshock Rejects
780
|
Posted - 2014.05.30 17:44:00 -
[373] - Quote
As to costs, why do people have such a hard time understanding, cost is supposed to limit your fittings and choices, that is its only purpose.
Because, that's why.
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Booby Tuesdays
Ahrendee Mercenaries
526
|
Posted - 2014.05.30 18:23:00 -
[374] - Quote
Nothing Certain wrote:Booby Tuesdays wrote:While we're waxing philosophical on the topic of Militia Plates, I want to stress that it's not like I'm stacking them. I use one, on SOME of my fits (not all), because I can fit it, and the rest of my slots are a mix of biotics, codebreakers, and ferro & reactive (before they become cool with Alpha).
If Militia items are supposed to be 50% higher in fitting cost, shouldn't the CPU stay the same (15) and the PG just get bumped from 2 (current) to 6 (double the Alpha Basic Plate)? Wouldn't that be more in line with how the tiers flow, since you didn't touch Enhanced plates at all? Why are we discussing militia plates, skilling into basic costs 12k SP and should be the first thing a new player buys. We are discussing them because over the course of 1,000 deaths, a new player would have saved almost 1 million ISK. 1 million ISK to a new player is huge. I have enough money to never run Militia, but I choose to run it because it's cheaper, and my Core Skills are maxed so I can fit it as well. Nerfing Militia Plates this hard is only hurting new players. It's not hurting me, I'll just run Basic since I have the money, but it hurts players not wealthy from broken PC mechanics the most. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
477
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Posted - 2014.05.30 19:23:00 -
[375] - Quote
CCP Rattati wrote:I believe the main rule of militia gear is that its stats are the same as standard and the fitting is 50% worse than standard. That is the price of the zero skill level requirement of militia gear, encouraging you to try out gear and then skill into it. If you have been playing with a militia plate for all this time, obviously it was fundamentally broken. Actually, some militia gear has worse stats than standard. Sniper rifles and Forge guns come to mind, each having one less shot in the clip than standard. |
voidfaction
Void of Faction
246
|
Posted - 2014.05.30 21:12:00 -
[376] - Quote
Booby Tuesdays wrote:Nothing Certain wrote:Booby Tuesdays wrote:While we're waxing philosophical on the topic of Militia Plates, I want to stress that it's not like I'm stacking them. I use one, on SOME of my fits (not all), because I can fit it, and the rest of my slots are a mix of biotics, codebreakers, and ferro & reactive (before they become cool with Alpha).
If Militia items are supposed to be 50% higher in fitting cost, shouldn't the CPU stay the same (15) and the PG just get bumped from 2 (current) to 6 (double the Alpha Basic Plate)? Wouldn't that be more in line with how the tiers flow, since you didn't touch Enhanced plates at all? Why are we discussing militia plates, skilling into basic costs 12k SP and should be the first thing a new player buys. We are discussing them because over the course of 1,000 deaths, a new player would have saved almost 1 million ISK. 1 million ISK to a new player is huge. I have enough money to never run Militia, but I choose to run it because it's cheaper, and my Core Skills are maxed so I can fit it as well. Nerfing Militia Plates this hard is only hurting new players. It's not hurting me, I'll just run Basic since I have the money, but it hurts players not wealthy from broken PC mechanics the most.
How much would they save if they used Starter Fits? Starter fits are FREE. No way to go isk negative. STD gear is still cheap and hard to go isk negative unless you just really suck. Risk vs Reward - Forcing people to risk isk to have advantages is part of the game. I keep my wallet under 1 million at all times. spend all isk as soon as I get it. If I want to save isk I run what is the cheapest which in return is the weakest.
I personally think they should make all militia mods cpu/pg = to the advanced version but make all the stats = to std. std cost in both ISK and SP is so cheap and should always be the goto mod not militia. |
ZDub 303
Escrow Removal and Acquisition
2993
|
Posted - 2014.05.30 21:57:00 -
[377] - Quote
Booby Tuesdays wrote:Nothing Certain wrote:Booby Tuesdays wrote:While we're waxing philosophical on the topic of Militia Plates, I want to stress that it's not like I'm stacking them. I use one, on SOME of my fits (not all), because I can fit it, and the rest of my slots are a mix of biotics, codebreakers, and ferro & reactive (before they become cool with Alpha).
If Militia items are supposed to be 50% higher in fitting cost, shouldn't the CPU stay the same (15) and the PG just get bumped from 2 (current) to 6 (double the Alpha Basic Plate)? Wouldn't that be more in line with how the tiers flow, since you didn't touch Enhanced plates at all? Why are we discussing militia plates, skilling into basic costs 12k SP and should be the first thing a new player buys. We are discussing them because over the course of 1,000 deaths, a new player would have saved almost 1 million ISK. 1 million ISK to a new player is huge. I have enough money to never run Militia, but I choose to run it because it's cheaper, and my Core Skills are maxed so I can fit it as well. Nerfing Militia Plates this hard is only hurting new players. It's not hurting me, I'll just run Basic since I have the money, but it hurts players not wealthy from broken PC mechanics the most.
Meaning the price difference is 100 isk... yeah no. This change is better for new players. As there will be a better incentive to run basic plates and lower their overall fitting costs, allowing them to bump up the meta on other things if they wish. Running 3 basic mods or two militia mods... even at a cost of 300 isk just makes too much sense. People can't seem to figure it out on their own apparently... |
Booby Tuesdays
Ahrendee Mercenaries
527
|
Posted - 2014.05.30 22:01:00 -
[378] - Quote
voidfaction wrote:[ How much would they save if they used Starter Fits? Starter fits are FREE. No way to go isk negative. STD gear is still cheap and hard to go isk negative unless you just really suck. Risk vs Reward - Forcing people to risk isk to have advantages is part of the game. I keep my wallet under 1 million at all times. spend all isk as soon as I get it. If I want to save isk I run what is the cheapest which in return is the weakest.
I personally think they should make all militia mods cpu/pg = to the advanced version but make all the stats = to std. std cost in both ISK and SP is so cheap and should always be the goto mod not militia. What on earth are you buying if you always keep your wallet under 1 mil? An average player can make upwards of 1 million ISK a day from pubs alone... |
voidfaction
Void of Faction
246
|
Posted - 2014.05.30 22:28:00 -
[379] - Quote
Booby Tuesdays wrote:voidfaction wrote:[ How much would they save if they used Starter Fits? Starter fits are FREE. No way to go isk negative. STD gear is still cheap and hard to go isk negative unless you just really suck. Risk vs Reward - Forcing people to risk isk to have advantages is part of the game. I keep my wallet under 1 million at all times. spend all isk as soon as I get it. If I want to save isk I run what is the cheapest which in return is the weakest.
I personally think they should make all militia mods cpu/pg = to the advanced version but make all the stats = to std. std cost in both ISK and SP is so cheap and should always be the goto mod not militia. What on earth are you buying if you always keep your wallet under 1 mil? An average player can make upwards of 1 million ISK a day from pubs alone...
I keep all my fitting stocked up even if I don't use them 200k proto scout fittings so that is 5 fittings a day for an average player. 100x stocked proto gal scouts so thats 20 million in only 1 suit. also have proto cal. I run all proto mods even on my dragonfly scout only downgrade weapons and cloak to make fittings work. my dragonfly scout pub fitting is 31k.
fittings is the only thing an average player can buy with isk so spending it all stocking up is the same as money in the bank. |
Sirpidey Adtur
Aloren Foundations
145
|
Posted - 2014.05.31 01:06:00 -
[380] - Quote
Sole Fenychs wrote:CCP Rattati wrote:I believe the main rule of militia gear is that its stats are the same as standard and the fitting is 50% worse than standard. That is the price of the zero skill level requirement of militia gear, encouraging you to try out gear and then skill into it. If you have been playing with a militia plate for all this time, obviously it was fundamentally broken. Actually, some militia gear has worse stats than standard. Sniper rifles and Forge guns come to mind, each having one less shot in the clip than standard.
All militia weapons have smaller clip and longer reload time than standard. Militia locus grenade only carries one grenade.
But overall, the hardest hit, is the Militia nanohive, which only contains 1 nanohive rather than 2, and only 75% of the nanites. |
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Nothing Certain
Bioshock Rejects
782
|
Posted - 2014.05.31 01:47:00 -
[381] - Quote
Booby Tuesdays wrote:Nothing Certain wrote:Booby Tuesdays wrote:While we're waxing philosophical on the topic of Militia Plates, I want to stress that it's not like I'm stacking them. I use one, on SOME of my fits (not all), because I can fit it, and the rest of my slots are a mix of biotics, codebreakers, and ferro & reactive (before they become cool with Alpha).
If Militia items are supposed to be 50% higher in fitting cost, shouldn't the CPU stay the same (15) and the PG just get bumped from 2 (current) to 6 (double the Alpha Basic Plate)? Wouldn't that be more in line with how the tiers flow, since you didn't touch Enhanced plates at all? Why are we discussing militia plates, skilling into basic costs 12k SP and should be the first thing a new player buys. We are discussing them because over the course of 1,000 deaths, a new player would have saved almost 1 million ISK. 1 million ISK to a new player is huge. I have enough money to never run Militia, but I choose to run it because it's cheaper, and my Core Skills are maxed so I can fit it as well. Nerfing Militia Plates this hard is only hurting new players. It's not hurting me, I'll just run Basic since I have the money, but it hurts players not wealthy from broken PC mechanics the most.
Sorry, but I just don't see it. New players don't have the skill tree to run militia plates and still fit a decent suit and we are talking a small isk amount. The only ones affected are just high SP players wanting to fit really cheap suits.
Because, that's why.
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SponkSponkSponk
The Southern Legion Final Resolution.
849
|
Posted - 2014.05.31 02:35:00 -
[382] - Quote
CCP Rattati wrote:I believe the main rule of militia gear is that its stats are the same as standard and the fitting is 50% worse than standard.
For modules, this is true.
However, militia weapons are strictly worse than standard-grade weapons:
* lower clip size / max ammo * longer charge time * higher fitting
Dust/Eve transfers
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ANON Cerberus
Tiny Toons
794
|
Posted - 2014.05.31 15:16:00 -
[383] - Quote
lithkul devant wrote:CCP Rattati wrote:I believe the main rule of militia gear is that its stats are the same as standard and the fitting is 50% worse than standard. That is the price of the zero skill level requirement of militia gear, encouraging you to try out gear and then skill into it. If you have been playing with a militia plate for all this time, obviously it was fundamentally broken. Excuse me, but I am forced to use militia plates and such to make money, it is not a choice of if I want to use it or not. Due to how little isk is received for each match. I can not currently go out and make money in pubs using fully advanced suits like I am easily able to spec into. If you raised the amount of isk made per match, maybe by giving an extra bounty bonus per type of suit killed, then I would be able to afford the gear, but as of current I can not. I would literally start quiting matches against higher end corps rather then trying to fight it through. It is not the milita gear that is broken, it is the amount of payment given per match that is horribly broken. Such as why am I going to risk an advanced suit that costs 50k if their is massive tank spam and I can and will probably die to it.
And this has been one of the key things this whole time in dust.
The truth of the matter is this - Not all players are created equal. Some players CAN go isk positive in proto gear (If out average it out), these would tend to be the better players.
The average guys can easily use standard gear, advanced gear too and go isk positive. Then the least able players may have to use militia / infinite gear to actually make a profit.
You cannot base this game around what the top 10% can do, because otherwise the way more casual players are always going to suffer.
One of the biggest things I have seen since day one of playing dust is that isk payouts have always been too low in the average pub match. People have always wanted more incentive in terms of isk for how well they do as well. |
nickmunson
Capital Acquisitions LLC General Tso's Alliance
19
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Posted - 2014.05.31 15:37:00 -
[384] - Quote
CCP: here's just a general idea to also make the reactive and ferro scales more viable, since your giving reps modules an increase, it would only make sense if my reactive which doesnt give much hp as is at proto lvl something like 5 reps, that's what only 240 hp with 20 reps per sec, its not much, but would be enticing to all classes. and ferro scale armor plates. just cause you remove speed penalty doesnt make them viable, nor does the decrease cpu cost. maybe and assault wants to move faster, but why would he stack 4 ferro for 300 hp, when he can stack 3 enhanced and 1 complex kinkat, balance is one thing, but to make a specialized role certain things need to stand out.
my proposal, give the ferro scale plates a kinetics bonus, such as 1% at basic ferro 3% at adv and 5% at proto, and allow them to stack, so a gal or amar could add a total of 300 hp not armor hvy, with its standard 167, so 467 and can move at 9m/s it allows speed tanking but also allows to with stand a little combat, as well as mim and cal would benift cal having a 150 hp armor with 2 and 225 for mim, and still allowing to duel. that way speed tankers are max around 600 ehp, instead of 700 or 800, puts assualt in a 700 -1000 hp area and hvies in a 1100 to 1800, but also allows the hvies a little armor but gives a little speed to help them combat speedy scouts.
love me or hate me. you kill me i hunt you.
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John Tridre
Crimson Wolves Sanctuary
6
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Posted - 2014.05.31 23:29:00 -
[385] - Quote
Just a small thing I noticed that I was curious about. What does the 25% that is on the proposed damage column for Packed AV grenades mean? I am assuming it is a Plus 25% increase. |
lloyder EIRE
Mcalpines Fusiliers Covert Intervention
2
|
Posted - 2014.06.01 02:28:00 -
[386] - Quote
would just like to point out every update is focused on armour mods armour reps
CCP ARE U FORGETING ABOUT THE SHEILD TANKERS us mimitar and cadri are being forced to use armour plates and armour repairs to keep up with the gal assults on hp because we gain less hp per mod and it costs us alot more cpu and pg usage to fit them i saw someone comment about they wanted armour reps to be a high slot awful idea everyone forgets about the sheild side of the game dont know if u guys remeber them u rarly see them used these days
to devs out there sheilds need tweaks too not just armour tankers im tired of being forced to put armour plates on my cadri it makes me feel like my suits main role as a sheild tanker is worthless in any case sheild mods should be more then armour plates due to simple facts armour can be reped by repair tool or repairing nanohives where sheilds only repair out of combat making us less of a threat
WOULD LIKE TO SEE SHEILDS BEING PLAYED AROUND WITH LIKE ARMOUR MODS COS THEY NEED IT
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voidfaction
Void of Faction
247
|
Posted - 2014.06.01 03:02:00 -
[387] - Quote
lloyder EIRE wrote:would just like to point out every update is focused on armour mods armour reps
CCP ARE U FORGETING ABOUT THE SHEILD TANKERS us mimitar and cadri are being forced to use armour plates and armour repairs to keep up with the gal assults on hp because we gain less hp per mod and it costs us alot more cpu and pg usage to fit them i saw someone comment about they wanted armour reps to be a high slot awful idea everyone forgets about the sheild side of the game dont know if u guys remeber them u rarly see them used these days
to devs out there sheilds need tweaks too not just armour tankers im tired of being forced to put armour plates on my cadri it makes me feel like my suits main role as a sheild tanker is worthless in any case sheild mods should be more then armour plates due to simple facts armour can be reped by repair tool or repairing nanohives where sheilds only repair out of combat making us less of a threat
WOULD LIKE TO SEE SHEILDS BEING PLAYED AROUND WITH LIKE ARMOUR MODS COS THEY NEED IT
I would say versions of shield extenders like armor plates. Make higher extenders with more penalty to recharge speed/amount. complex extender now is what about the same as a complex fero/reactive in HP? A lot more in CPU/PG
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poison Diego
Last VenDetta. Dark Taboo
403
|
Posted - 2014.06.01 04:02:00 -
[388] - Quote
lloyder EIRE wrote:would just like to point out every update is focused on armour mods armour reps
CCP ARE U FORGETING ABOUT THE SHEILD TANKERS us mimitar and cadri are being forced to use armour plates and armour repairs to keep up with the gal assults on hp because we gain less hp per mod and it costs us alot more cpu and pg usage to fit them i saw someone comment about they wanted armour reps to be a high slot awful idea everyone forgets about the sheild side of the game dont know if u guys remeber them u rarly see them used these days
to devs out there sheilds need tweaks too not just armour tankers im tired of being forced to put armour plates on my cadri it makes me feel like my suits main role as a sheild tanker is worthless in any case sheild mods should be more then armour plates due to simple facts armour can be reped by repair tool or repairing nanohives where sheilds only repair out of combat making us less of a threat
WOULD LIKE TO SEE SHEILDS BEING PLAYED AROUND WITH LIKE ARMOUR MODS COS THEY NEED IT
make it rep 5 hp/sec YEA DIDNT THINK SO!!! |
Cat Merc
Ahrendee Mercenaries
10081
|
Posted - 2014.06.01 10:00:00 -
[389] - Quote
lloyder EIRE wrote:would just like to point out every update is focused on armour mods armour reps
CCP ARE U FORGETING ABOUT THE SHEILD TANKERS us mimitar and cadri are being forced to use armour plates and armour repairs to keep up with the gal assults on hp because we gain less hp per mod and it costs us alot more cpu and pg usage to fit them i saw someone comment about they wanted armour reps to be a high slot awful idea everyone forgets about the sheild side of the game dont know if u guys remeber them u rarly see them used these days
to devs out there sheilds need tweaks too not just armour tankers im tired of being forced to put armour plates on my cadri it makes me feel like my suits main role as a sheild tanker is worthless in any case sheild mods should be more then armour plates due to simple facts armour can be reped by repair tool or repairing nanohives where sheilds only repair out of combat making us less of a threat
WOULD LIKE TO SEE SHEILDS BEING PLAYED AROUND WITH LIKE ARMOUR MODS COS THEY NEED IT
It was a nerf to plate stacking and a buff to repair tanking.
BTW, the moment you said that shield extenders should give more HP than plates I stopped reading. That's a terrible idea, but I'm on my iPad so explaining it would take too long.
Feline overlord of all humans - CAT MERC
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Evolution-7
The Rainbow Effect
549
|
Posted - 2014.06.01 18:26:00 -
[390] - Quote
WHAT HAPPENED TO THE BLASTER STATS AND CHANGES?
Legion on PS4
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart"
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The dark cloud
The Rainbow Effect
3176
|
Posted - 2014.06.02 00:50:00 -
[391] - Quote
Erm looking at the cloak-shot delay it says that its 0.5 secs at the moment. The proposed change is to be set at 1 sec. Is it just me or are you just simply increasing the time that it takes to swap from the cloak (your arm) to a gun? If thats the case then you affect every 1 increasing the weapon swap time cause i assume that the swap time is just a fix number which works for everything. Like changing from a primary to a sidearm or equipment. |
Glyd Path
Nec Tributis
98
|
Posted - 2014.06.02 03:53:00 -
[392] - Quote
Evolution-7 wrote:WHAT HAPPENED TO THE BLASTER STATS AND CHANGES? I love thinking about you playing legion.
Legion on PS4
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart"
It truly makes me happy knowing that the INTERNET SCREAMING KEYS will be used as changes are dropped on your future expectations.
Nobody at CCP cares because we ain't Legionnaires.
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Kosakai
Eternal Beings Proficiency V.
67
|
Posted - 2014.06.02 09:37:00 -
[393] - Quote
thanks Rintitin but these nerfs are useless.... RIP min.scout....
PS we want respec then....
PROUD MINMATAR <3 -- IN RUST IS TRUST
FORGE GUN LOVER -- TANK HUNTER
SCAN ATTEMPT PREVENTED .......
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Adipem Nothi
Nos Nothi
1257
|
Posted - 2014.06.02 13:17:00 -
[394] - Quote
TL;DR Major nerfs to explosive resupply will break combat functions wholly unrelated to "spamming nades".
Preface I'm not clear as to why we're nerfing grenade resupply; "locus spam" was greatly reduced by the two-count nerf and is non-existent in competitive play. I missed the Community Feedback discussion in which we'd concluded that nerfing resupply would be a good idea. I'm not aware of which arguments were made to this end, but it appears that the same arguments are now being made against Remote Explosives.
Some are even advocating for outright removal of explosive resupply. I think that would be a serious mistake. Kindly consider the following combat functions (there are others, but these came first to mind):
Ninja Hacker Flux their closest Uplink, Flux their Objective, hack and fallback. Resupply. The more competitive a match, the more likely an Objective will be booby-trapped and re-booby-trapped with REs. If our clever ninja hacker carries a nanohive, he can replenish his Flux grenades and remain in the action longer. If he must return to friendly supply depot between each and every hack, then his tactical utility will suffer greatly.
AV Sapper The Remote Explosive is Light Infantry's best bet against Hostile Armor. Strapping three REs onto a tank is no easy task, but if you stalk it long enough, you just might get lucky. Remember to Flux that Tank before detonating. If our Sapper cannot resupply his tools between strikes, then his tactical utility will suffer greatly.
Function: EQ Spam Cleanup Find a pub, any pub, and have a look at your opponent's supply depot. There you will find a Heavy or three camping atop Mount Rep Hive. Fortunately, a couple Flux Grenades make short work of these lag-inducing mounds of poor sportsmanship. Unfortunately, EQ Spam tends to reappear quickly after being cleaned up. Why punish the guy who takes the time to cleanup a mess?
Credit to Bayeth Mal for bringing this issue to my attention. o7
Shoot scout with yes...
- Ripley Riley
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The-Errorist
Sver true blood
728
|
Posted - 2014.06.02 13:48:00 -
[395] - Quote
The dark cloud wrote:Erm looking at the cloak-shot delay it says that its 0.5 secs at the moment. The proposed change is to be set at 1 sec. Is it just me or are you just simply increasing the time that it takes to swap from the cloak (your arm) to a gun? If thats the case then you affect every 1 increasing the weapon swap time cause i assume that the swap time is just a fix number which works for everything. Like changing from a primary to a sidearm or equipment. It is obviously a "Decloak to Shoot Delay" and not a cloak to weapon swap delay; It will increase the time you have to wait to be able to fire your weapon when you decloak.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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The-Errorist
Sver true blood
728
|
Posted - 2014.06.02 14:29:00 -
[396] - Quote
Kosakai wrote:thanks Rintitin but these nerfs are useless.... RIP min.scout.... PS we want respec then.... The changes in Hotfix Alpha wouldn't hurt the Minmatar or the Amarr as much as the Gal and Cal scouts. All scouts (gal scout is now not the exception) already have to sacrifice a low slot to have a profile of under 27dB for when their cloak (which lasted too long) runs out. The reduction in gal scouts dampening would require it to actually use a low slot to hide from scans and the reduction in the Cal and Gal scan range would make avoiding them easier if we aren't dampened.
The Min scout is fine.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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The dark cloud
The Rainbow Effect
3182
|
Posted - 2014.06.02 18:22:00 -
[397] - Quote
The-Errorist wrote:The dark cloud wrote:Erm looking at the cloak-shot delay it says that its 0.5 secs at the moment. The proposed change is to be set at 1 sec. Is it just me or are you just simply increasing the time that it takes to swap from the cloak (your arm) to a gun? If thats the case then you affect every 1 increasing the weapon swap time cause i assume that the swap time is just a fix number which works for everything. Like changing from a primary to a sidearm or equipment. It is obviously a "Decloak to Shoot Delay" and not a cloak to weapon swap delay; It will increase the time you have to wait to be able to fire your weapon when you decloak. Wont happend cause having the weapon in your hand and not allowed to shot is not something that the game allows. So it will take a bit longer to swap to your gun and thats it. The decloak happends as soon you switch to the gun and increasing the swap time is the only way this will work out. |
Minor Treat
The Enclave Syndicate Dark Taboo
296
|
Posted - 2014.06.02 19:48:00 -
[398] - Quote
The dark cloud wrote:The-Errorist wrote:The dark cloud wrote:Erm looking at the cloak-shot delay it says that its 0.5 secs at the moment. The proposed change is to be set at 1 sec. Is it just me or are you just simply increasing the time that it takes to swap from the cloak (your arm) to a gun? If thats the case then you affect every 1 increasing the weapon swap time cause i assume that the swap time is just a fix number which works for everything. Like changing from a primary to a sidearm or equipment. It is obviously a "Decloak to Shoot Delay" and not a cloak to weapon swap delay; It will increase the time you have to wait to be able to fire your weapon when you decloak. Wont happend cause having the weapon in your hand and not allowed to shot is not something that the game allows. So it will take a bit longer to swap to your gun and thats it. The decloak happends as soon you switch to the gun and increasing the swap time is the only way this will work out. I'm guessing they are going to use the same system they have with the plasma cannon. If you fire the plasma cannon there is a slight delay before swapping to your sidearm, so killing your weaken target makes it little more difficult than massive blast radius damage than (delayed) swap to smg for the kill.
This is probably what they are going to do with the cloak field. Once you activate it, and you press the weapon swap button you will get a slight delay or lag feel with the swap. |
Cat Merc
Ahrendee Mercenaries
10104
|
Posted - 2014.06.03 13:17:00 -
[399] - Quote
[16:15:00] Schr+¦dinger's Cat: They removed the blaster buffs [16:15:13] Schr+¦dinger's Cat: But kept the rail buffs [16:15:18] Schr+¦dinger's Cat: What the actual **** is wrong with them [16:15:21] Midnight(Mobius): ... [16:15:26] Midnight(Mobius): Wait, what? [16:15:35] Midnight(Mobius): They aren't adjusting Small Blasters at all? [16:15:35] Schr+¦dinger's Cat: https://docs.google.com/spreadsheets/d/1JBQf3RqsjQ7MxJ3wY1JN3YSDZekrpWW2zk5tDRUNgw0/edit#gid=0 [16:15:46] Jerry Lizaire: its simple, rails are caldari [16:15:51] Jerry Lizaire: and blasters are gallente [16:16:48] Midnight(Mobius): BUT THE LARGE BLASTER DISPERSION NERF IS STILL LISTED [16:16:57] Midnight(Mobius): BEHEAD THOSE WHO USE GALLENTE WEAPONS [16:17:05] Midnight(Mobius): CUT THEIR MOTHERFUCKING HEADS RIGHT THE **** OFF [16:17:20] Midnight(Mobius): BUFF THE RAILGUNS [16:17:22] Midnight(Mobius): FOR THE STATE
Feline overlord of all humans - CAT MERC
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Adipem Nothi
Nos Nothi
1311
|
Posted - 2014.06.03 13:58:00 -
[400] - Quote
Cat Merc wrote: [16:17:05] Midnight(Mobius): CUT THEIR MOTHERFUCKING HEADS RIGHT THE **** OFF
**** ?
Shoot scout with yes...
- Ripley Riley
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